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On June 30 2012 14:45 0neder wrote: Axe marauders, put firebats in their place. I'd use firebat or marauder model, the other ones are bad. Give concussive to reapers or vultures, or give vultures cliff jump tech lab upgrade upon armory. Or get rid of cliff jump altogether. Find a better vulture model than the campaign one (it's low contrast, not cool enough).
Why do any of these changes? This is a SC2 + BW mix. Not just pure BW. There is already another mod for that.
Marauders are great so far with the new change to it.
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What is the new change to marauders? Sorry, don't have SC2 installed at the moment.
Also, my suggestions included SC2 stuff, I didn't suggest reverting to pure BW.
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On June 30 2012 15:19 0neder wrote: What is the new change to marauders? Sorry, don't have SC2 installed at the moment.
Also, my suggestions included SC2 stuff, I didn't suggest reverting to pure BW.
There has been a lot of changes. I suggest you try it out before commenting on things as you suggested before to be honest.
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It would be nice if this stuff was kept in the OP as well. Thanks.
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On June 30 2012 15:46 0neder wrote: It would be nice if this stuff was kept in the OP as well. Thanks.
That will be back up once we're done with changes lately.
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Its not bug, its a feature.
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i think the +30 for zealots shields might be too strong maybe reduce it to +10 or +15 it still calls down mules although it says calling down scvs in the cc description also we need to test the 2 gate rush zealots vs lings more to determine if lings are too weak
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On June 30 2012 18:33 Danko__ wrote: Its not bug, its a feature.
So is clumping units.
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I dont think anybody calls clumping units bug.
About shields upgrade: I like that Kabel is experimenting. Dont know if thats actually neccesary as zealots were doing fine already here, in starbow, but lets give it try.
Ultras atack: I belive that was intended in sc2 to make kiting possible for marauders and still allow ultras with when they can atack. Here witchout fungal and slightly different ultras i think you can fix atack point. Oh, and btw. Are you sure ultras can have so much armor? There are no supper effective maruders anymore, and rines on they own are killing them slooooow.
Anyone wanna play? My net is working fine again ^^.
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One question, is there a place with a full changelog of all the changes since begin?
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On July 01 2012 05:56 haitike wrote: One question, is there a place with a full changelog of all the changes since begin?
Kabel would probably have something like that.
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I dont understand why everyone wants skill/ability/upgrade which buffs larvae production. I see why blizzard have added larvae inject: to give "macro mechanic", make macro harder, as compensation for mbs/automine. If you dont want larvae inject or any ability with higher skill celling, just dont add anything useless. You are going to add upgrade for larvae spawn rate/max amount of larvae? What for? By the time zerg will be able to use it he will be able to already produce larvae efficient units. And stacking larvae is bad. Its another mechanism to forgive mistakes from players. Dont make game easier. Just forgot about production boosts for zerg, strenghten his early game tiny bit and later on he can rely on just hatcheries.
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On July 01 2012 17:59 Danko__ wrote: I dont understand why everyone wants skill/ability/upgrade which buffs larvae production. I see why blizzard have added larvae inject: to give "macro mechanic", make macro harder, as compensation for mbs/automine. If you dont want larvae inject or any ability with higher skill celling, just dont add anything useless. You are going to add upgrade for larvae spawn rate/max amount of larvae? What for? By the time zerg will be able to use it he will be able to already produce larvae efficient units. And stacking larvae is bad. Its another mechanism to forgive mistakes from players. Dont make game easier. Just forgot about production boosts for zerg, strenghten his early game tiny bit and later on he can rely on just hatcheries.
true!
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On July 01 2012 17:59 Danko__ wrote: I dont understand why everyone wants skill/ability/upgrade which buffs larvae production. I see why blizzard have added larvae inject: to give "macro mechanic", make macro harder, as compensation for mbs/automine. If you dont want larvae inject or any ability with higher skill celling, just dont add anything useless. You are going to add upgrade for larvae spawn rate/max amount of larvae? What for? By the time zerg will be able to use it he will be able to already produce larvae efficient units. And stacking larvae is bad. Its another mechanism to forgive mistakes from players. Dont make game easier. Just forgot about production boosts for zerg, strenghten his early game tiny bit and later on he can rely on just hatcheries.
My idea for the upgrade was to increase how fast larvae is produced instead of having the extra +2 larvae which I think is forgiving to like what you're saying.
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On June 30 2012 23:55 nucLeaRTV wrote:So is clumping units. I meant it's a feature that's been edited here. So could ultras.
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But i see no point in decreasing value of larvae. Why you cant just let it be? Less larvae = harder larvae management. Larvae management was key to play zerg effective in sc2. Now its just 1base/2base/3base/4base/5base zerg and you always have enough larvae for basically everything.
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New update on EU.
- Firebat has replaced Marauder.
Firebat has 100 HP Costs 100/25 1 armor Is only biological. (Not armored) It deals 10 dmg vs everything. 16 damage vs light. 6 damage vs armored units. Can upgrade Titanium armor which gives it +2 armor.
- Siege tech & Spider mines & Stim pack upgrades has reduced research costs. From 150/100 to 100/100. (To make it easier for Terran to get acess to units that makes them able to defend vs early Dragoons)
- Calldown Mule has been replaced with Calldown SCV. It costs 50 energy & 50 minerals. 1 minute cooldown. The SCV is permanent and costs 1 supply. (If you are supplyblocked you cant use it) The calldowned SCV has no vision for 30 seconds, so you can´t drop one in the enemy base to scout everything.
- Wraiths can only use Hellfire missile 2 times. (Just as Spider mines work) It still costs mana and has 60 seconds cooldown.
- Lurkers move a little slower and deal only 20 damage instead of 25. (To everything)
- The economy has been tweaked just a little bit. Workers BT is 20 from 22. Workers don´t look so messy any more when working. (A base that was not even fully saturated could look like it was over saturated, because the workers were moving up and down, back and forth in a weird way. This was confusing for newer players.)
- The FRB economy will not be a part of this MOD. I will stick with the economy that is used in BW. (which is the one we have now on EU. Don´t know how it is going in NA)
Some like FRB, others don´t. Its a fine system that Barrin has put a lot of thought into. But I don´t think FRB fits in Starbow, mainly cause the start up is so slow. There might be an other mod in an other time who can use it to great success.
There are still lots of areas to improve. The Queen, the Colossus, Arbiters and Swarm Guardians are units that still needs to be improved/changed/fixed/tweaked etc. Will the Firebat even fit? Is it overpowered? We need to playtest it too see how it works.
A new map added on EU. Civilized Planet
![[image loading]](http://i.imgur.com/rDB6s.jpg)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=348209
As usual, discuss and critize this. And make sure to playtest it also 
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Well, i will miss marauder. He worked quite fine imo.
I dont like shorter bt on worker, weaker lurker atack (would prefer its armor to be nerfed by 1 then his dmg). Not sure how all these changes will work and hope i will have time soon to test it.
Cool to have new map tho.
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