• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:24
CEST 15:24
KST 22:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?76Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion Gypsy to Korea Official StarCraft website teases new content ahead of BlizzCon? [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6750 users

[A] Starbow - Page 263

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 261 262 263 264 265 537 Next
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-05-02 19:42:44
May 02 2013 19:18 GMT
#5241
On May 02 2013 18:38 Xiphias wrote:
Show nested quote +
On May 02 2013 14:56 Chronopolis wrote:

Ward can be activated to produce a nullspace field which lasts n seconds. Unit inside the field cannot attack units outside, and vice versa. Movement is not hampered. In addition, enemy units take 15% of their current hp in damage upon the creation of the nullspace field. This consumes the ward immediately.



Dec mentioned that you can either "explode" the "mine" (15% dmg thing) or create the nullspace field. Am I misunderstanding?

Good idea overall. I would like to see comments from all of you on this one.

December said a little later, about splitting up the two effects(the damage and the nullspace) into two abilities. For various reasons I would like the effect to stay together. I don't think the decision to nullspace or do 15% damage is a meaningful decision. Also, when you activate the ward in the middle of the map, catching an army off guard, with nullspace combined, there still is the lingering threat of zealots rushing in.

Also, the 15% damage rewards protoss for activation, even when they fail to take advantage of the nullspace. If they manage to catch the terran under a nullspace, but fail in their attack, and lose a squad of zealots, the exchange is a little more even.

The 15% damage ability when seperated from the nullspace, is bland ability that doesn't have much counter play. I think it's still ok if the nullifier only has one spell, as the nullifier already fufills its role.


On May 03 2013 03:53 Danko__ wrote:
Imho what toss really need is some form of detection for stargate. Maybe not exactly detection, but ability to kill cloaked units, or at least delay them.

The scout has an ability which reveals and detects in an area for a little bit. God I want to see them trying to fend off dts dancing in and out.

On May 02 2013 18:41 Hider wrote:
Seems very interesting Chrono. What is its expected movement speed and cost?
Also what is the AOE of the ward? I feel like it needs to be large in order to be useful vs zerg (or terran bio assuming that becomes somewhat viable one day).

I have no idea on the cost yet. The movement speed is "just fast enough to outrun hydras off creep and stalkers ". The aoe will be balanced, but yes, it will be quite large. Maybe roughly the size of dark swarm or a bit smaller.


On May 02 2013 19:35 JohnnyZerg wrote:
Nullifier not is an oracle. First nullifier version is a ground unit. Nullifier not should be an harass unit, but a support army unit (protoss has more harass units). Nullifier should partially disable units (using attack or spells), hence the term nullify.
An air unit on Robotics Facility, should be ground units, except warp prism.

Ok first of all, this nullifier is mostly map-control unit. There is some moderate-weak harass available, but the nullify is not mainly a harrass unit.

The problem that came up we discussed any disabling abilities, was that they don't offer anything new. When you have "disabling" abilities, the opponent's line of thought becomes "how good is my unit without it's main ability" and "can I still kill him with it?". It doesn't offer protoss any additional playstyles.

If we consider support army units for protoss, what types of abilities can we look at? If it's heavy splash damage, the reaver definitely has that covered. Most spells which make your units stronger will just be used automatically before a battle. Same for most spells which increase movement speed. How about an out of combat healing spell? It just rewards protoss for winning battles (healing injured units), or saving injured units, such as blink stalkers. That makes existing strategies a bit stronger, but overall, there's nothing toss can do about it.

On a side note, I thought about an activated aura ability for the pylon (such as increased shield regen), but it was bad no matter what angle I approached it from.
The_Overmind
Profile Joined October 2012
United States20 Posts
May 02 2013 22:44 GMT
#5242
On May 02 2013 14:56 Chronopolis wrote:
December and I have ironed out a possible first draft for the nullifier

Nullifier
-weak attack, as strong as the bw wraith ground attack, or a bit stronger. (AtE)
-Place nullspace ward (~50 energy)

Ward cloaks after 1.5-2 seconds, provides vision of a small area (1 or 2 units larger than the vision giving by a broodwar mine)
The ward is targetable/destroyable.
Ward can be activated to produce a nullspace field which lasts n seconds. Unit inside the field cannot attack units outside, and vice versa. Movement is not hampered. In addition, enemy units take 15% of their current hp in damage upon the creation of the nullspace field. This consumes the ward immediately.

Analysis and Commentary: The nullspace is like a combination of disruption web (prevents units inside from attacking) and dark swarm (protects units inside) combined, but made into a sphere, which lets units within the field attack and be attacked by each other freely.

There are so many points to touch on:

Tactical point 1: Map control. Protoss can hold vision of the map as long as the wards are not used.
Instant 15% damage to all units in a radius. This should make you want to use it. The reason why the damaging effect was included, was without it, there was no much in the way of presence that the wards provided. The opponent wouldn't be afraid just to walk over with detection and mop up any wards. The only way you could threaten that army, is if you had your own army (abeit possibly smaller). The damage effect gives a strong incentive for the opponent to clear the wards. Think about spider mines in bw. As it turns out, the vision they provide is extremely important. But the protoss/zerg opponent would behave totally differently if the mines didn't activate and do damage.

Tactical point 2: Use in large battle engagements. Zealots love this ability. The only thing that stops you from spamming this in battles, is that the ward takes a moment to cloak and be able to use it's ability. The opposing army can just kill it before you can get a field off. However, if you can get this ability off in the right position, be it by anticipating and manipulating the locations of battles, or by tanking with zealots until the ward can activate, it can easily change the tide of the battle. Just because you pull off a nullification field, doesn't mean that you'll win the battle, though. Think about failed engagements using dark swarm in brood war.

Tactical point 3: (Some) Harass potential
With it's weak attack, the nullfier can still kill off a couple workers and further serve to keep the opponent back. Of course, the corsair and scout are stronger in this suit, but, that's a gameplay decision.

Tactical point 4: Broad interacting ability + affordable cost --> Misc. Usage.
Since the tech isn't really difficult to obtain and the cost of a ward isn't astronomical, you can use them in other niche situations, such as protecting your probes from tanks sieging your base on high ground, vultures/lurkers killing your probes from outside your cannon's range, etc.

Regarding the way it deals damage: ("deals 15% of remaining health in damage, to all units in the field")
The 15% damage is a pseudo splash which differs from spider mines in that it doesn't excessively punish low hp units. (On the contrary, low hp units would recover their hp faster. You'd love to snag a few ultralisks and do around 60 damage to all of them.) One of the problems with balancing spider mines has been that "whatever splash ability you create against protoss, is probably even stronger against zerg". The 15% of remaining health makes the wards not so strong stacked in multiples, and also makes this damage part of the ability somewhat weaker in a straight up battle situation (when you factor in other types of splash).

The lore image I get is a sickening unfamiliar shadow world that weakens metal and flesh, an ill effect that permeates indiscriminately through the thickest of armors. However, it won't kill you. Just as one gives up hope, they start to get used to the field. The only casualties in a null field are by the hand of the enemy.

Concerns and comments:
Because the energy cost is only 50, there is a danger of spamming protoss spamming the wards in a single engagement. To counteract, I suggest adding a 15 second cooldown to the ability. I don't like long cooldown on abilities (see ghost, that was awful). Have the cooldown be a large fraction of the duration of the nullspace field, so that a single nullifier can only cause two overlapping fields for a brief time. Note that if two nullspaces intersect each other, units in the area of intersection can attack and be attacked by units in both fields.

How splash damage is going to work is undetermined. It has been decided that we don't want lurkers being able to splash into the field. In general, you won't be able to physically order a unit to attack, so a reaver won't fire at a zealot inside the field even if you target fire.

Excitingly, there is some room for counterplay. Spider mines are particularly good against null space fields, considering the following:
A spider mine is planted outside the nullspace field. A stalker within the field triggers the mine, but the stalkers can't shoot the mine as it rushes into the field and detonates.
A reaver fires a scarab at a zealot outside the field. The zealot runs into the field. The scarab follows the zealot and detonates, doing terrible terrible damage, while the reaver stays relatively safe. The reverse is also possible, and is very similiar: you can place your own reavers in a nullspace, and drag you own scarabs into the enemy.

How spells work or don't work in a nullspace has not been determined either. The most intuitive and wholesome implementation would be spells casted from inside the nullspace cannot target any point of the ground or units outside of the field. Casting an aoe on the edge of the field and splashing units inside may be ok though. The case with nukes should also be handled: casting a nullspace over where the nuke is going to land will restrict the damage to just within the field. Likewise, casting a nullspace to the side of the where the nuke is going to land, protects any units or building(? undetermined).


This kind of goes without saying but I'm a fan.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
May 02 2013 23:05 GMT
#5243
I reset the localizations on DF Atlas and Abaddon, hopefully that might fix any issues users have been experiencing. DF Atlas and Abaddon were built during WoL, so I'm worried that might be the cause of any issues people have been having with it. I'm not entirely sure.

I'm hoping this won't be a huge issue during the tournament.

For the record, ghost academies still only hold 1 nuke at a time. I wasn't able to get it up to 3 when I patched. The plan is to change this after the tournie to 3.

Also, a lot of unit stats are SC2 equivalents because Kabel never got around to resetting them back to WoL Starbow stats. This won't be messed with until after the tournament.

After that we'll look at each unit.

The new unit pathing looks pretty amazing! Thoughts comments on that? It controls smoothly enough, looks natural and smooth, and doesn't feel like it gets in the way. I think its a keeper so far.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
May 03 2013 00:09 GMT
#5244
Game time on NA, log on peeps.
The_Overmind
Profile Joined October 2012
United States20 Posts
May 03 2013 02:35 GMT
#5245
On May 03 2013 09:09 decemberscalm wrote:
Game time on NA, log on peeps.


Hey any Starbow players in NA or even in EU PM me so I can add you to my friend list and we can play some time.
Deleted User 291523
Profile Joined December 2012
112 Posts
May 03 2013 02:38 GMT
#5246
--- Nuked ---
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-05-03 06:50:23
May 03 2013 03:00 GMT
#5247
Scrappy game with me and Smile
+ Show Spoiler +
http://www.speedyshare.com/EHay9/Starbow-DF-Atlas-Smile-Z-vs-Dec-T-5-2-13.SC2Replay


Casual game with Chrono off racing and Traceback trying out Starbow since forever
+ Show Spoiler +
http://www.speedyshare.com/p5vSX/Starbow-Squares-of-Starbow-Chrono-Vs-Trace-5-2-13.SC2Replay
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 03 2013 05:29 GMT
#5248
Tanks are two supply.

Or should be... We'll fix it if not.

@Overmind. Even if it goes without saying I am glad you said. We want all opiniions, even the ones that just agree.
aka KanBan85. Working on Starbow.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
May 03 2013 06:07 GMT
#5249
Tanks are indeed 2 supply
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 03 2013 06:48 GMT
#5250
On May 03 2013 11:35 The_Overmind wrote:
Show nested quote +
On May 03 2013 09:09 decemberscalm wrote:
Game time on NA, log on peeps.


Hey any Starbow players in NA or even in EU PM me so I can add you to my friend list and we can play some time.

Join the starbow groups in both EU and NA. There you can find the users of most of the people on this forum.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
May 03 2013 13:11 GMT
#5251
Btw regarding Nullifers DPS: Be cautious about not making it too strong vs mech openings. Its not really scoutable (since a robo opening can be everything), thus we can't expect the terran to have a lot of anti air avaiable.
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-05-03 13:51:56
May 03 2013 13:34 GMT
#5252
Btw, i have just noticed that scourges cost is now doubled (50/150), was that intentional?

Science Vessels gas cost was lowered (to 200 from 225 or 250).
Nerve jammer doesnt show radius.
Overseers speed after upgrade is shown as base + bonus instead of just value after upgrade.

Lurkers were faster before "speed nerf". Their speed was 3,25, or something like that. Stalkers were slowed down to 2.81 and workers up to 2.95 from 2.81 so scouting was easier. Lings speed was 3.0. Ultras dont have speed upgrade. Would be cool to merge it with "charge" upgrade :d.

Lurkers egg armor is 10 right now i think. In BW it was 5. Im not sure if that that important, but with attack upgrades it was possible to kill these eggs with marines in later stages or game.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 03 2013 15:36 GMT
#5253
Thank you for valuable input Danko. There are still "holes" from the transition to HoTS, and you have played this longer than most of us.

I'll get Dec on it as soon as I can get a hold of him.
aka KanBan85. Working on Starbow.
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-05-03 17:04:33
May 03 2013 16:32 GMT
#5254
Banshees stats also are not what they used to be. They have 160 (or 150, not sure)hps and are quite slow. Hps down to 130-140, attack speed to 1. 45 and move speed to 3. 25. Maybe also lower minerals cost and increase gas cost as terran players are complaining about gas surplus.

Ultras could use damage buff. They just don't do enough damage. Also, their model seems to be a bit bigger than movement radius.

Vessels got slowed down a lot. Instead of that I would prefer their spells to have lower range. Better speed means they can still be useful alone, before scourges are out on map.

Queens are armored and deal bonus damage vs armored. I'm not sure what was reason. Without armored subtype they were quite decent as early game tanking unit vs tanks ^^

It's nice to see firebat with more linear damage. But Isure if 20 dmg starting value is best choice. Imho would be better to make it 16 (classic) for relation with +1 upgrade relation (and as I suggested before, 16 flat damage, so firebat can be useful vs darkswarm + ultra and in other mus.

My phone is retarded, and its hard to Edit posts.
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2013-05-03 17:24:24
May 03 2013 17:17 GMT
#5255
Storm cost, aoe and damage are sc2 values. Before. hots cost was 100, damage was 121 (11 ticks, each 11 damage, every 0, 5 sec and bigger aoe.

Archons were armored, with flat damage (30?), and better atack speed (around 1. 5).

Zerg regen activated after short delay. I have nothing against no delay but bonus on creep shouldn't be so significant during battles (so +1 zealots can still 2 shot 0 carpace ling on creep. Right now I'm not sure about this).

Sairs could use slight buff.

And what with banelings? Are they really necessary?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 03 2013 18:43 GMT
#5256
Streaming AWESOME games at:

Twitch.tv/KanBan85
aka KanBan85. Working on Starbow.
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
May 03 2013 18:53 GMT
#5257
since starbow have banelings - i want this to be in game:
http://www.reddit.com/r/starcraft/comments/1cyaan/an_idea_explosive_overlords/
Danko__
Profile Joined January 2012
Poland429 Posts
May 03 2013 19:21 GMT
#5258
since starbow have banelings - i want this to be in game:
http://www.reddit.com/r/starcraft/comments/1cyaan/an_idea_explosive_overlords/


LoL. Briliant!
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-05-03 20:27:03
May 03 2013 19:27 GMT
#5259
On May 04 2013 03:53 Fen1kz wrote:
since starbow have banelings - i want this to be in game:
http://www.reddit.com/r/starcraft/comments/1cyaan/an_idea_explosive_overlords/


If scourge wasn't in Starbow, that would be awesome.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
May 03 2013 20:19 GMT
#5260
streaming www.twitch.tv/decemberscalm
Prev 1 261 262 263 264 265 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 20h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 492
SHIN 229
StarCraft: Brood War
Britney 59652
Calm 13369
Hyuk 2056
Shuttle 1074
Pusan 751
Horang2 593
actioN 565
firebathero 337
Hyun 266
Mini 246
[ Show more ]
Last 155
910 96
hero 85
Mong 75
ggaemo 71
Barracks 56
Sexy 38
Sharp 32
Shinee 31
HiyA 31
Aegong 29
Free 25
sSak 21
SilentControl 11
scan(afreeca) 10
ajuk12(nOOB) 9
Noble 8
Icarus 7
Rock 4
Dota 2
Gorgc1287
qojqva1162
Dendi1141
Counter-Strike
byalli882
Super Smash Bros
Mew2King141
Heroes of the Storm
Khaldor290
Other Games
B2W.Neo883
DeMusliM240
IndyStarCraft 188
Liquid`LucifroN139
Liquid`VortiX67
trigger5
Organizations
StarCraft 2
WardiTV664
Other Games
gamesdonequick480
StarCraft: Brood War
UltimateBattle 23
lovetv 10
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV525
League of Legends
• Jankos1743
Upcoming Events
Sparkling Tuna Cup
20h 36m
OSC
22h 36m
Shopify Rebellion Sundays
1d 1h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 2h
OSC
1d 10h
Afreeca Starleague
1d 20h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 21h
Monday Night Weeklies
2 days
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.