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[A] Starbow - Page 26

Forum Index > SC2 Maps & Custom Games
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Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-07-02 18:42:27
July 02 2012 17:44 GMT
#501
On July 03 2012 02:21 Danko__ wrote:
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.


As the current Marauder was, it did not do extra damage versus anything. Always 10 damage. If it did extra damage vs armored, bio balls were so good, especially versus Protoss. Since the Marauders have both strong life and strong attack, Terran did not even need siege tanks or anything else to beat the Protoss. (Maybe vikings to beat colossus). Just as in SC2. And I think that leads to a boring unit composition, where a flood of units can solve (almost) all problems and beat everything.

Since marauders no longer deal extra damage vs armored, what makes them unique and useful? They have high Hp and can tank damage. Other than that, their attack works like the marine, except it can´t hit air units.

So I replaced it with firebat instead, since firebats have a special attack and are also able to tank damage. It makes the unit more unique and hopefully useful, then having 2 units that kinda overlaps. (marines + marauders)

Too make Terran able to deal with early protoss ranged Dragoon pressure, siege tech and spider mines are cheaper to research.

Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-07-02 18:29:35
July 02 2012 18:25 GMT
#502
Marauders had good enough stats to strenghten terran defence vs early toss pressure. They could tank, and were "buffer" which made bio ball bit less vunurable to aoe. And also (what i really liked and was not intended i belive) was that they were getting +1/+1 from upgrades which made them viable vs ultras with 13+3vs armored !

Only thing i didnt like about them was that access to them was free. Terran was gettin techlab anyway to later on swap rax with factory. But thats solvable issue.
MNdakota
Profile Joined March 2012
United States512 Posts
July 03 2012 00:08 GMT
#503
Anyone want to play on NA?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
0neder
Profile Joined July 2009
United States3733 Posts
July 03 2012 03:21 GMT
#504
I'd like to but I'm silver because I almost never play WoL, but I'm a professional designer and love what you're doing. Will you still be up around 10pm pacific?
TaShadan
Profile Joined February 2010
Germany1970 Posts
July 03 2012 10:45 GMT
#505
http://www.teamliquid.net/forum/viewmessage.php?topic_id=349968
check this out
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
July 03 2012 16:32 GMT
#506
I'm on SC2 right now. No one is currently on unfortunately.

On July 03 2012 19:45 TaShadan wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=349968
check this out


I think Starbow already has that kind of movement I thought? That would be a cool addition I think.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
hersenen
Profile Joined November 2011
Belize176 Posts
Last Edited: 2012-07-04 05:53:44
July 04 2012 01:29 GMT
#507
Please remove the new 4workers at the start instead of 6 thing. Less is not more, nobody is going to proxy 4rax or proxy 4gate or 4pool, because they wont have the economy to even support the unit production. You're just making the opening part of the game longer than it needs to be. Nobody likes the start of the game where all you do is make workers until you actually get a decent income.

Also I think the queen inject mechanic is fine as it is (the sc2 version), I thought thats what starbow was supposed to be: modified sc2 macro mechanics to make them harder/less forgiving with a BW feel in gameplay.
Danko__
Profile Joined January 2012
Poland429 Posts
July 04 2012 10:03 GMT
#508
I have to agree on 4workers part. You really cant even suport 4pool with that.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-07-04 10:38:55
July 04 2012 10:13 GMT
#509
4 workers is on the version Laertes published. He wanted to show me some stuff he built and some other changes.

I don´t think having 4 workers instead of 6 adds anything better to the game. So I will continue use 6.

If anyone wanna play on EU now, I am online and can take some games. Join the Starbow chat channel to find me.
Creator of Starbow
0neder
Profile Joined July 2009
United States3733 Posts
July 04 2012 17:58 GMT
#510
If the macro mechanics were still in, i would campaign heavily for 4 workers, but with them gone, I think 6 is still okay. I don't know though, it really doesn't detract that much but it does make the early game more stable.
Danko__
Profile Joined January 2012
Poland429 Posts
July 04 2012 18:01 GMT
#511
Can you explain why 4 workers with macro mechanic and 6 witchout?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-07-05 08:51:10
July 05 2012 07:31 GMT
#512
What shall we do with the Colossus?

[image loading]


I love the look of the unit. Its a nice addition to the Protoss race and it fits the role of being a massive ground unit. Earlier in the MOD I had it removed. But robotic tech felt kinda emtpy without it.

But I can't stand how the colossus works. You can´t micro it and it is so vulernable and expensive that the cliff walk thing is rarely used. Players just keep them in their balls of death. Some players say things like this after they won with a huge ball of Colossi and Dragoons:

"I had too do nothing. Just A-move and the Colossi melts everything. Why waste time microing reavers when this shit is so much easier?"

I´m not saying it must become a super advanced unit that requires loads of APM to manage. After all, the Archon does roughly the same thing: A-move and it splashes everything. But still the Archon feels like a great unit. I just want the Colossus to be simple AND more useable.


How can the Colossus become a more interesting unit?


Make it unable too walk over units?
Make it deal extremely high damage vs one target instead of splash?
Super slow attack but high damage?
Make the head rotate really slow?
Make it able too walk out of the army too do some cliff raiding or even harass the enemy army before the big fight begins?

O_o
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1970 Posts
Last Edited: 2012-07-05 07:43:49
July 05 2012 07:43 GMT
#513
give him a strong attack with only 1 target(maybe with grafics like the void ray beam)
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-07-05 07:56:57
July 05 2012 07:50 GMT
#514
Reaver FTW.

Besides, it doesn't take much APM to micro a colossus lol. You just select it and move it backwards!

I honestly don't think the giant robot shooting lazers is very interesting anyway.

Disregarding jokes, I honestly don't have any problems with the colossus currently.

But I do believe the reaver is a much better choice in terms of viability.

Although just like as is lurkers to banelings. It's another option. Reaver is a slow moving and attacking unit while the colossus is very mobile and fast attacking.

WARNING: Was posted at 02:56 in the morning. May not make sense at all.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1970 Posts
Last Edited: 2012-07-05 08:07:40
July 05 2012 08:02 GMT
#515
On July 05 2012 16:50 MNdakota wrote:
Reaver FTW.

Besides, it doesn't take much APM to micro a colossus lol. You just select it and move it backwards!

I honestly don't think the giant robot shooting lazers is very interesting anyway.

Disregarding jokes, I honestly don't have any problems with the colossus currently.

But I do believe the reaver is a much better choice in terms of viability.

Although just like as is lurkers to banelings. It's another option. Reaver is a slow moving and attacking unit while the colossus is very mobile and fast attacking.

WARNING: Was posted at 02:56 in the morning. May not make sense at all.


my oppinion is that the collosus is the better choice right now cause you can outflank a reaver and snipe him which is harder with a collosus cause they are inside the ball not behind the dragoon ball and they can easily run in every direction without beeing blocked also the shots always hit
now you can say scourge can kill them... true but with good control you can let the goons shoot them or you add some corsair to the ball
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
July 05 2012 08:07 GMT
#516
On July 05 2012 17:02 TaShadan wrote:
Show nested quote +
On July 05 2012 16:50 MNdakota wrote:
Reaver FTW.

Besides, it doesn't take much APM to micro a colossus lol. You just select it and move it backwards!

I honestly don't think the giant robot shooting lazers is very interesting anyway.

Disregarding jokes, I honestly don't have any problems with the colossus currently.

But I do believe the reaver is a much better choice in terms of viability.

Although just like as is lurkers to banelings. It's another option. Reaver is a slow moving and attacking unit while the colossus is very mobile and fast attacking.

WARNING: Was posted at 02:56 in the morning. May not make sense at all.


my oppinion is that the collosus is the better choice right now cause you can outflank a reaver and snipe him which is harder with a collosi cause they are inside the ball not behind the dragoon ball and they can easily run in every direction without beeing blocked also the shots always hit
now you can say scourge can kill them... true but with good control you can let the goons shoot them or you add some corsair to the ball


I can't say much though because no one really makes them in NA.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1970 Posts
July 05 2012 08:08 GMT
#517
noone builds collosus on NA?
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
July 05 2012 08:09 GMT
#518
On July 05 2012 17:08 TaShadan wrote:
noone builds collosus on NA?


Yes.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1970 Posts
July 05 2012 14:03 GMT
#519
iam online for about 2 hours if someone wants to play join me on europe channel starbow
Total Annihilation Zero
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
July 05 2012 16:26 GMT
#520
With the hardened shields upgrade for colossus, why not make them a amazing defensive unit while making it terrible for attacking. Maybe make it have to charge up before each shot? (Like Dragoons)
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
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