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[A] Starbow - Page 247

Forum Index > SC2 Maps & Custom Games
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 14 2013 13:16 GMT
#4921
Two questions regarding reaper:

1. Will it have the "auto-heal"?
2. Will it require a tech lab?
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-14 13:28:37
April 14 2013 13:25 GMT
#4922
@Johnny

Yeah Vulture + Spider mines is something we tried for a long time. And it works. Maybe we can do better. So I think I will still let the Hellion be in the next patch, after all. If it still continues to be problematic, the Vulture + Firebat can make a return in the near future.

If Reapers are still not worth it, maybe I can try your idea later Johhny. (Make the Reaper throw explosive bombs on the ground)

@Xiphias

I plan to make Reaper have auto-heal and require Tech lab.
Creator of Starbow
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-04-14 13:36:10
April 14 2013 13:35 GMT
#4923
@Reaper
The key part of the reaper ability is that it can target the ground and not just buildings, which gives it infinitely more interactions and stretch usage during the mid-game. The D-8 charge should definitely require an upgrade.
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 14 2013 13:36 GMT
#4924
Yep it requires an upgrade
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-14 15:51:05
April 14 2013 15:23 GMT
#4925
New upgrade uploaded on EU

Marine
Medic with Stimpack
Reaper requires tech lab and can upgrade extra attack vs buildings.
Ghost

Hellion + Hellbat + Spider mines. Build time of Hellion increased by 5 seconds. Nothing else.
Tank
Goliath

Vikings deal small splah damage from start
Dropship can lift up sieged Siege tanks (They are unsieged when dropped again)
Banshee
Vessel
BC

...

Scourge now deals splash damage upon impact.

Lots of bug fixes.

New maps

Join the Starbow chat channel if you wanna play or observe with us.


Ps. Credits goes to XiA for doing almost all technical & advanced work in the editor!
Creator of Starbow
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2013-04-14 15:49:21
April 14 2013 15:45 GMT
#4926
I feel like that captures the best of both sc2 and bw vulture/reaper/hellion options. I hope it works well in testing.

When sieged tanks are dropped are they siege mode? I assume not.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
April 14 2013 17:24 GMT
#4927
Starbow Unit test map Updated!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-04-14 17:59:36
April 14 2013 17:53 GMT
#4928
Playing around with the reapers and the unit tester. Still imba it seems. This might just be a matter of numbers. The reaper dmg is 4 but they have two guns so they do 8 dmg per shot with 4 range which is pretty good....

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.(I think they even beat him strait up, but might lose one reaper if the reapers are not microed)

Just lower the dmg some? This is crazy. They are about as strong as hydras, only 20 less hp, but requires less tech and are much more mobile, and they are cheaper. Maybe 3 dmg per gun? Might just do the trick.

Also they have 60 hp, so they beat marines 1v1.
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-04-14 21:34:14
April 14 2013 18:15 GMT
#4929
While updating the "unit test map", I noticed that many upgrades have been removed (about 8-10). Then I thought that the new reaper should be used to destroy key buildings and thus slow down the tech. However, this is possible when there are many ability/spell that may be researched. So in my opinion, you should add new researchs:.

Terran: have a great technological tree, and most of the units, require of updates, to give the maximum efficiency

Zerg: Is known to create units from a single point (using larvae generated by the hatchery). The units are unlockable through the buildings. As terran, zerg almost every unit has some upgrades.
You could fix the adder, adding a new building to unlock it and give 2 upgrade to unlock the corresponding spell: consume and frenzy

Maybe you could nerf lurker, devourer and guardian and add to them the upgrades to strengthen them. Example:
+ Show Spoiler +
Lurker, does less damage and by upgrading the damage is increased (example with out upgrade kill marines with 3 hits, with upgrade kill marines with 2hits). Devourer does splash damage with upgrading on great spire, the guardian has slow speed, with upgrade increased the movement speed.


Protoss: Is the race that has fewer upgrades. Most units are also effective without them. However, these units require a large investment in economic terms. Currently the air protoss has no upgrade. Some fixes:

+ Show Spoiler +
Add corsair graviton beam upgrade, that allows the use on massive units;
Make scout "feedback" ability, require a research in beacon fleet for use it
Add at tempest a new ability with require an upgrade on beacon fleet. + Show Spoiler +
This ability, require 30s of cooldown, when activated, has a duration of 10s, and while is in operation, normal attack make splash damage.

Do arbiter stasis field ability , require to upgrade fleet on Beacom


In this way, the player is rewarded if make scout, and by the possibility to player to slow the opponent tech. Thx for read.
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 14 2013 18:24 GMT
#4930
I will fix reaper dmg today. More upgrades will come later on
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-04-14 18:29:02
April 14 2013 18:27 GMT
#4931
On April 15 2013 02:53 Xiphias wrote:
Playing around with the reapers and the unit tester. Still imba it seems. This might just be a matter of numbers. The reaper dmg is 4 but they have two guns so they do 8 dmg per shot with 4 range which is pretty good....

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.(I think they even beat him strait up, but might lose one reaper if the reapers are not microed)

Just lower the dmg some? This is crazy. They are about as strong as hydras, only 20 less hp, but requires less tech and are much more mobile, and they are cheaper. Maybe 3 dmg per gun? Might just do the trick.

Also they have 60 hp, so they beat marines 1v1.


I actually didn't know they had the same HP as in HOTS. I think 50/55 HP might be more balanced in Starbow (one could also consider making them start by 50HP but let them benefit by +10HP if combat shield is upgraded).
My biggest concern with reapers will still be late game, however. Getting 20 reapers is just 20 supply, and I fear that they may be able to kill buildings too quickly. That is why I have multiple times suggested 2 suppy-reapers as having 20 reapers will definitely be inefficient as it will make your main army too weak.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 14 2013 18:37 GMT
#4932
Btw. My post is based on the unit tester (after JohnnyZerg said it was updated) so I do hope the stats are EXACTLY the same in-game, or else my research is void.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 14 2013 18:38 GMT
#4933
Quick fix being uploaded now
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
April 14 2013 18:44 GMT
#4934
On April 15 2013 02:53 Xiphias wrote:
Playing around with the reapers and the unit tester. Still imba it seems. This might just be a matter of numbers. The reaper dmg is 4 but they have two guns so they do 8 dmg per shot with 4 range which is pretty good....

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.(I think they even beat him strait up, but might lose one reaper if the reapers are not microed)

Just lower the dmg some? This is crazy. They are about as strong as hydras, only 20 less hp, but requires less tech and are much more mobile, and they are cheaper. Maybe 3 dmg per gun? Might just do the trick.

Also they have 60 hp, so they beat marines 1v1.


Remember, reaper cost a lot gas:

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
50/50 vs 75/25
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
100/100 vs 75/25
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
100/100 vs 125/50
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.
150/150 vs 125/50

I see nothing imbalanced. Then the reaper, always lose vs same psi army. Current problem is the ease which has, to enter into opponent main. Go with jetpack cooldown ability. ^^
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 14 2013 18:50 GMT
#4935
Updated on EU now
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
April 14 2013 19:31 GMT
#4936
Unit test map Updated!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 14 2013 19:31 GMT
#4937
On April 15 2013 03:44 JohnnyZerg wrote:
Show nested quote +
On April 15 2013 02:53 Xiphias wrote:
Playing around with the reapers and the unit tester. Still imba it seems. This might just be a matter of numbers. The reaper dmg is 4 but they have two guns so they do 8 dmg per shot with 4 range which is pretty good....

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.(I think they even beat him strait up, but might lose one reaper if the reapers are not microed)

Just lower the dmg some? This is crazy. They are about as strong as hydras, only 20 less hp, but requires less tech and are much more mobile, and they are cheaper. Maybe 3 dmg per gun? Might just do the trick.

Also they have 60 hp, so they beat marines 1v1.


Remember, reaper cost a lot gas:

1 reaper Vs 1 hydra - Hydra wins but has 18 hp left!
50/50 vs 75/25
2 reapers Vs 1 Hydra - Hydra does not stand a chance.
100/100 vs 75/25
2 reapers Vs 1 Stalker - reapers wins if microed but both are in the red.
100/100 vs 125/50
3 reapers Vs 1 Stalker - Stalker does not stand a chance if reapers are microed.
150/150 vs 125/50

I see nothing imbalanced. Then the reaper, always lose vs same psi army. Current problem is the ease which has, to enter into opponent main. Go with jetpack cooldown ability. ^^

Well, we have to consider more than just unit-cost. The streangth of the reaper should not be it's attack or hp but its mobility. If you give hydras the same speed and jet-pack then sure.
aka KanBan85. Working on Starbow.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-04-15 00:50:38
April 15 2013 00:38 GMT
#4938
Did you remember to reduce their atk speed by whatever percent? Make the jetpack only work on going downhill? I'm thinking D-8 charge will be too strong with reapers above the natural cliff, if you don't force the terran to have to get medivacs first. 2 supply reapers sounds like a solid change, D-8 charge gives them power, a 10 D-8 mine volley at a time for 20 supply sounds about right (if you are lucky they'll be worth their supply in a straight up fight, but usually not).

If reapers are too strong against stalker/hydra, make their armor type medium instead of light (similiar to the vulture). I think 3x2 damage will be way too weak against lings.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 15 2013 04:42 GMT
#4939
On April 15 2013 09:38 Chronopolis wrote:
Did you remember to reduce their atk speed by whatever percent? Make the jetpack only work on going downhill? I'm thinking D-8 charge will be too strong with reapers above the natural cliff, if you don't force the terran to have to get medivacs first. 2 supply reapers sounds like a solid change, D-8 charge gives them power, a 10 D-8 mine volley at a time for 20 supply sounds about right (if you are lucky they'll be worth their supply in a straight up fight, but usually not).

If reapers are too strong against stalker/hydra, make their armor type medium instead of light (similiar to the vulture). I think 3x2 damage will be way too weak against lings.


They have +1 against light now
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 15 2013 09:10 GMT
#4940
Who's up for playing tonight btw. We need to produce out a good number of games to test this patch! I am also concidering casting a good game in the new patch if it's balanced to get more people playing again.
aka KanBan85. Working on Starbow.
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