• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:54
CEST 07:54
KST 14:54
  • 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
[ASL20] Ro24 Preview Pt1: Runway112v2 & SC: Evo Complete: Weekend Double Feature2Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18Serral wins EWC 202549
Community News
Weekly Cups (Aug 11-17): MaxPax triples again!9Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments7
StarCraft 2
General
Weekly Cups (Aug 11-17): MaxPax triples again! RSL Revival patreon money discussion thread What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : Team Liquid Map Contest #21 - Presented by Monster Energy Would you prefer the game to be balanced around top-tier pro level or average pro level?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series LiuLi Cup - August 2025 Tournaments SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo)
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
ASL 20 HYPE VIDEO! Flash Announces (and Retracts) Hiatus From ASL BW General Discussion New season has just come in ladder [ASL20] Ro24 Preview Pt1: Runway
Tourneys
[ASL20] Ro24 Group A BWCL Season 63 Announcement Cosmonarchy Pro Showmatches KCM 2025 Season 3
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1465 users

[A] Starbow - Page 273

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 271 272 273 274 275 537 Next
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-05-12 10:47:57
May 12 2013 10:05 GMT
#5441
Vikings were always a bit frustrating for me to fix, since I never found a solution I was 100% happy with. This is how I left the Viking:

- It deals splash damage vs air units (quite small area of effect, but enough to initiate splitting of air units)
- It can do "moving shot", or whatever it is called, which allows it to shoot, move, shoot, move just as Wraiths could do in BW.
- I left the transform ability in the game, since I wanted all air-to-air units have some way to interact with the ground aswell.

But this was just band aid from my part.

---

I might as well share an old unfinished concept I had for the Wraith:

[image loading]

The characteristic traits remain - high speed, fragile, quite cheap to build, maybe low dmg vs ground, maybe cloak ? etc.

It is armed with 2 special missiles that can only be fired vs air units.
(They are basically weaker versions of Hunter seeker missiles with another model.) When it has fired both missiles, there are no left. (Just as spider mines.)

In this way, the Wraith would be a fast moving unit that roams the map in search for important enemy air units, like Warp Prism, Arbiters and Vipers. The missiles would be useful to "snipe" them from a distance. Something Vikings can almost never do, since they are so slow. If they move out on their own, they are easily caught by the enemy army.
Wraiths on the other hand have the advantage of being able to move around freely on the map, which hopefully would also open up for more harassment, skirmishes and maybe funnier air to air combats etc.

This never made it into the game. (Well, I tried something similar in the early days of Starbow, but that was just insane. Wraiths had cloak, air to ground attack, air to air attack and "Hunter seeker missiles" vs any target.. Mass Wraiths won the game... :p)

MAYBE could this work if cloak is removed, "Hunter seeker missiles" work only vs air, it gains a defined air to air standard attack.. maybe weak air to ground attack? Would it be too similar to the Banshee? Personally I think the Banshee is a great air unit, for many reasons, and it would be a shame if it became scrapped.

This was just a look into the old archieves ^^

Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-05-12 11:40:12
May 12 2013 11:38 GMT
#5442
I also suggested to take some ideas from this mod, "a mod of all respect."
http://www.moddb.com/mods/sc-revolution-mod

-Energy upgrades reworked and different for each race:
-Zerg: energy regenerates 50% faster (200 max, 50 starting).
-Terran: energy regenerates 25% faster, +25 max energy, +12.5 starting (225 max, 62.5 starting).
-Protoss: +50 max energy, +25 starting (250 max, 75 starting).

Terran

-Building Armor upgrade: Increase all buildings armor by 2 and stops burning damage.

-Incinerator Gauntlets upgrade for Firebats: change damage to normal and improve splash area. (reduce the damage and the splash, however).

Protoss
-Shields work like SC2:
-Shield regeneration is 6 times faster but start recharging if units don't receive damage after 15 seconds (30 seconds for buildings).
-Each Shield upgrade slightly increases shield regeneration (with 3 shield upgrades, regeneration is 50% faster).
-Reduced cost for shield upgrades.

-Overload ability for Dragoons: increase rate of fire but cannot move and gets disabled for a while. (for Stalker, interesting if the unit disabled could be loaded into a warp prism, or called in the following with the ability "rift).

If you want try this mod, http://www.moddb.com/downloads/start/51086?referer=http://www.moddb.com/mods/sc-revolution-mod

This mod works, without damaging the Starcraft brood war. Thx for read.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 12 2013 18:12 GMT
#5443
On May 12 2013 07:31 Hider wrote:
Hots bugs... etc...


Long post, did not quote it all

I agree with many of your ideas and suggestions, and some of them has been added (in my list at least) just because you posted that, so thanks! Not all will make it into the next patch though (I think), but you will see changes that you have wished for
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-05-12 18:25:16
May 12 2013 18:24 GMT
#5444
On May 12 2013 07:31 Hider wrote:
- Matrix now costs roughly 25 energy, however there is no cooldown.

I think you meant 125, this is really interesting.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-05-12 19:13:41
May 12 2013 18:42 GMT
#5445
On May 13 2013 03:24 JohnnyZerg wrote:
Show nested quote +
On May 12 2013 07:31 Hider wrote:
- Matrix now costs roughly 25 energy, however there is no cooldown.

I think you meant 125, this is really interesting.


?
Medi's have 100 energy, so 125 doesn't make sense.

Long post, did not quote it all

I agree with many of your ideas and suggestions, and some of them has been added (in my list at least) just because you posted that, so thanks! Not all will make it into the next patch though (I think), but you will see changes that you have wished for


Besides the viking/banshee with AA/ghost thing, I guess zerg larva mechanic is probably one thing you disagree with me. However, I would like to hear your arguments a bit.
For instance wouldn't you agree with me on my theory that the Starbow zerg economy creates the following types of incentivizes;
1) Less early game incentive to harass the zerg early on than in Sc2.
2) In Sc2 zergs can afford to lose 5-10 drones early on to harass, which means that zerg players can take outside 3rd bases quicker, thus the "action" starts sooner.. In Starbow it seems that the opponents early game harass options can never be particularly strong as it will lead to the zerg just dying outright if the opponent kills too many drones. Thus the zerg player needs to turtle behind spine crawlers rather than investing into mobile units. This creates a less actionpacked early game dynamic than what you see in Sc2.
3) At the same time 250 hatch + 60% injects doesn't aren't that huge changes. I mean it's not like the Starobow Zerg feeling is lost. Mid and lategame will still feel very similar.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-05-12 19:11:37
May 12 2013 19:11 GMT
#5446
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2013-05-12 19:46:18
May 12 2013 19:45 GMT
#5447
Just dropping tourney replays off. Quarter-final round and semi-final.
http://www.mediafire.com/?2j487ikeozeqln9
Ritos753
Profile Joined May 2011
United States26 Posts
Last Edited: 2013-05-12 20:38:14
May 12 2013 20:32 GMT
#5448


Hots bugs.
Supply calldown should cost 75 energy not 50.
Also vikings killed my dropships suprisingly fast as they deal Sc2 damage. I am pretty sure they are not supposed to deal 10+4 vs armored. Kinda takes the purpose out of goliaths. I think its damage is supposed to be 10+4 vs light.

Anyway looking forward to next patch, it definitely has the potential to be awesome.

Below is my dream patch, which is based on the way I think creates the most awesome games.

General changes
- Matchpoint replaces Starbow ridge (I feel like this has too few attack pathces and middle is too dominant).
- Gas income decreased from 8 to 7 per patch.
- Unit movement changed back to Sc2 unit movement (still believe this is unnecesary, even though it's playable now. Probably not a popular suggestion in this forum though. But I think all it does is to make your own units easier get stuck. Hardly what was intended. In this patch I will suggest changes which I believe have a much stronger effect on incentivzing "small army play" and early game micro than what any type of unit movement change can accomplish).

Terran changes:
. Nerve Jammer damage reduction recuded from 100% to 80% (it feels too much of a hard counter to meele units at the moment.)
- Matrix now costs roughly 25 energy, however there is no cooldown.
- Medis no longer need to research Matrix (this is debateable and may lead to slightly OP situations in the early game. But I want to see whether this can work. I feel like bio should be really strong in the early game, but as there are so many upgrades requirements for bio to work, it doesn't feel as strong as I would like it to be.)
- Dropship cost reduced from 100/50 to 50/50.
Planetary cooldown increased from 90 seconds to 120 seconds (maybe even more is needed or a maybe an activaiton "cost" is also needed).
- Orbital command receives a 4th ability with late game utility primarily (I am thinking about this one atm.).
- Bug fixes.
- My ghost suggestion.
- Removal of viking.
- Banshee redesign with weak AA.
- Command center cost reduced from 400 to 350 (I kinda feel like I need to cut scv production so often, that scv "macro" is no longer a mechanical skill. By reducing the cost of the bases of all three races I think we will see less "worker-cutting", and at the same time we will see players taking bases quicker which will lead to more actionpacked games.
- Turret cost increased from 75 to 100 (I want players to rely less on static defenses. With the 12% mineral increase in Starbow HOTS + lower vulture cost I feel like terrans can afford too many turrets).
- Reapers no longer require a tech lab. (I guess the main reason they needed one in Starbow and not in HOTS was due to zerg having fewer drones in Starbow. In "this" patch zerg will receive a larva boost, and thus they can afford to sack more drones than "pre-patch". Also, "pre-patch" reapers are simply countered too easily in tvt and tvz (queens + marines). In TvP they work okay'ish on some maps, but even then I think a protoss player who just chrono's out stalkers can deal with it quite easily. As gas income decreases it will also be a slight nerf to reaper-openings and therefore I feel like the tech-lab removal is needed. A +5 second BT increase might be needed though.
- Goliath range (when upgraded) decreased from 9 to 8.5 (to make guardians slightly outrange them).
- Yamato Cannon redesign as I suggested here
(http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=231)
Kabel thought it would just be a mass spam ability, but in that regard it's not really different from matrix, so I don't think thats really a relevant concern.
He also feared that it would incentivize deathball play, which I think is true, however, I don't mind seing big tier 3 deathballs battle it out once in a while.
The reason I feel this change to the BC is needed, is that BC's are just boring atm. I wanna see awesome action with BC's late game.


Protoss:
- Nullifier implemented as Chrono suggested.
- Nexus cost reduced from 400 to 350.
- Reaver projectile reduced by 25% (or so), and you can see which unit is being targetted by the scarabs. Range 11 is maintained.
- My old Stasis redesign suggestion.
- Stasis energy cost reduced from 125 to 100 energy (it's important to note that Arbiters aren't OP if terran just get enough Science vessels, however lower gas income will actually hurt terrans SV production more than protoss will be hurt, and thus we may get into a new metagame where terrans can only afford 2-4 SV's which typically isn't enough to cover all the areas which the protoss can attack. Since Stasis can be extremely unforgiven if used correctly, I want to maintain the "siege-breaking ability", but the terran should be able to survive with a decent amount of his forces if he reacts quickly. When that is said, Stasis has received an indirect nerf through the planetary redesign and cheaper vultures.
- Scout movement speed increased from 2.81 to 3.25.
-Attack animation changed
- Scout cost reduced from 175/125 to 150/100.
- Phase Missile no longer deals damage (only energy).
- Phase Missile energy cost reduced from 75 to 50. (hopefully these changes will make the Scout more of a cheap investment and more efficient as a scout (it needs to be relatively fast).

Zerg
- Ultralisk splash damage buff (to make zerg stronger vs bio late game).
- Hatchery cost reduced from 300 to 250.
- Queen spawn larva increases larva production by 60% from 50%.
- Zergling DPS slightly reduced (zerg gets compensated by more larva and thus zerglings needs a small nerf. I feel like these changes are for the better, as I believe Zerg currently has too few drones which make them vulernable to harass. When they are vulnerable to harass they need to make a spine crawler defensive early game which kinda takes potential action out of the game. I wanna see more ling/hydra vs gateway units and blings vs vultures/bio rather than units starring at a spine crawler wall).
- Spine crawler cost increased from 100 to 125.
- Overlord drop tech cost reduced from 150/150 to 100/100 (debateable - as hydra drop timings may be too strong. However, as I really wanna see more drop play I want to see this change tested. If it turns out to be OP we can always reverse it).
- My nydus suggestion.
- Viper's frenzy energy cost from 100 to 25.
- Frenzy doesn't increase attack speed, but only movement speed.
- Movement speed buff of Frenzy increased from 20% to 30% (the reason these changes are needed is that frenzy as a "cast before battle"-ability is very boring and at the same time probably overpriced at energy cost relative to Dark swarm. I want the ability to be more of a tactical ability which is better at harassing the opponent/attacking where the opponent isn't.
- Frenzie'd units receies a new visual effect (so it is easier to see which units are frenzied).
- Viper HP reduced from 150 to 90 (same HP as Defilers had in BW).
- Viper cost from 100/175 to 75/150.
- Darm swarm duration decreased from 20 to 15 seconds (20 seconds is IMO too big of a hard counter. With Nerve Jammer receiving a "less-hard counter" nerf, it seems appropriate that Dark Swarm receives one as well. I guess in BW you could kinda counter defilers by tank target firing. Vipers at 150 HP are uncounterable by anything but nerve jammer, but honestly I don't want NJ vs DS to be the "standard-meta late game battle", as battles where neither players can attack each other for a significanty amount of time are kinda stupid to like at IMO). Furthermore as Ultras receive a splash damage buff, zerg are in less neccesity of dark swarm (though its still a really good ability to use).


What I believe these changes will accomplish
It will make zerg early game feel a lot more similar to Sc2 early game as zerg now can afford more units. But on the other hand it is now neccesary for the zerg player to take more hatcheries early on and defending them with units rather than sitting on 2 base hatch tech. As drop ship cost is reduced we will see a lot of 2 rax starport +dropship builds in TvZ which I believe will make early game alot more exciting.
If anyone objectively look at tvz early game/early midgame in Starbow (+bw) compared to HOTS, I think they will admit that HOTS is indeed more exciting. This is because the terran is A) Incentivizied to trade armies (since the zerg will gain a strong eco if he doesn't), and B) He gets cheap acces to passing through spine crawlers wall with early medivacs.
On the other hand HOTS lategame is obviously way to turtlish and deathball'ish, but I believe we should take/get inspired by the best parts from BW and HOTS, and trying to create a similar early game incentivize as players have in HOTS is IMO desireable. Secondly it will also create increased familiarity with Starbow, which will make the "trantion-cost" from Sc2 into Starbow less.

In PvZ protoss can how harass/pressure early game cost efficiently since zerglings are worse, and due to to rift they still have an escape-goat. If they don't harass, however, the zerg can outdrone the protoss player (and the terran for that sake). Thus the protoss and terran player have a clear incentive to put pressure on the zerg player and I believe they have the tools to do it as well.

In TvP opening bio is now significantly stronger, and great players will be able to deal with reavers in small/medium sized numbers through ghost + splitting micro. As the game progresses, however, the protoss will be more and more cost effective, thus the terran player will be incentivized to transition into mech. The same concept applies in TvZ as ultras will be more cost effective vs bio. But if you as a terran player feel you can outmultitask your opponent, you can continue producing bio units and relying on abusing your stronger economy to beat your opponent rather than cost efficiency.

What this will mean for balance
Though many of these changes are mostly redesigns rather than balance changes, I think we can say that some playstyles will be slightly better/worse.
Bio: Overall stronger, though less cost efficient late game ZvT.
Mech: Overall slightly weaker as the cheaper bases will benefit the mobile races more than the mech player. Also Nerve Jammer nerf will probably hurt mech more than bio.
Zerg: Probably slightly stronger, however it will be in a different way and the race will require more multitasking to use optimally than previously.
Protoss: I guess the old units will be slightly weaker (nothing significantly though), however Nullifier will give Protoss a new element which will mean that Protoss overall is somewhat unchanged balancewise.



I like starbow movement and 7 is such an awkward number why not 6. Makes gas units more valuable.

I really feel that terran needs nerve jammer at 100% to deal with zealots, i just always see zealots rip apart tanks even with vultures there when there are no nerve jammers present.I think pf cool down is a tad bit long at the current moment but I agree with your opinion on turrets.
Goliaths should counter gaurdians pretty well.
Banshee should not have AA
I do not like your ghost suggestion,

Statis should definitely remain at 125 energy cost

Hatch cost should remain the same, you are already giving a larva boost through queens.


The rest of the ideas seem alright

Someone should really create a wikia for this mod, digging through forum posts for info on units isn't fun.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-05-12 20:53:45
May 12 2013 20:51 GMT
#5449
Banshee should not have AA


They will need AA as I assume vikigns get removed. If vikings stay they don't need AA.

Goliaths should counter gaurdians pretty well.


I find hard counter units boring to be honest. I want goliaths to be just a soft counter. Right now Guardians feel completely useless vs mech.

Statis should definitely remain at 125 energy cost

Your taking this out of context. Some 40 pages ago I suggested a redesign of Stasis that was very much discussed and generally agreed upon, however it was never implemented into the game. With the most recent changes to various units, terran mech has been buffed quite sigifnicantly in TvP and thus stasis redesign is less of a neccesity. Though I still wanna see it...

I really feel that terran needs nerve jammer at 100% to deal with zealots, i just always see zealots rip apart tanks even with vultures there when there are no nerve jammers present.I think pf cool down is a tad bit long at the current moment but I agree with your opinion on turrets.


Well I can follow you here. Especially with vultures at 100 minerals you almost had to play a perfect defensive game in order to beat an intelligent aggressive protoss player (without abusing Nerve Jammers). With 75 minerals vultures it's less of a neccesity, and remember that 80% is also really good well. But at 100% I feel like it just hard counters stuff too badly. Zealot warp ins becomes completely useless late game PvT due to that.

I do not like your ghost suggestion,


With vikings in the game you ghost should have another second ability than the mine-thing.

I like starbow movement and 7 is such an awkward number why not 6. Makes gas units more valuable.


Why do you like it? What does it accomplish?
The advantage of 7 gas over 6 gas is that you can afford to invest in more than 1 spellcaster at the time which increases the skill cap.


Hatch cost should remain the same, you are already giving a larva boost through queens.


Two reasons for 250 cost;
1) Other races received a -50 cost to their bases. Would be unfair if zerg didn't get one as well.
2) To create an uneven economy, which incentivizes the other races to put pressure on the zerg.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 12 2013 21:03 GMT
#5450
@ Wiki: Yes PLEASE!!!!! Would love for someone to do that. I could start and then others could add stuff. I imaged you want all current stats and stuff for now. We won't do the whole history of all the changes. It is easy to do. I can make a site using some wiki function (I've done this in school already) and start. All you need to do to contribute is get an account and open the Starbow file through the online open function in the editor and start writing stuff from the data bank (F7) over to the wiki-page. Once that is done, maintaining it for future patches should not be that big of a task. I'll post some more info on this if we go for it.

@ Next patch.
Seems a lot of you want to know when it's coming out, which is understandable. Most of the changes has been decided, we just need the work done so this is mostly up to how fast dec can get editor work done. I am thinking minimum one week and max 3, just to be safe.

@ Changes.
We are thinking about making two changes that might be bad and that we need to keep an extra eye on:

1. No research for the Matrix (but make it 50 energy). This could be too hard for zerg's to deal with early game, but I agree with HideR that there are too many bio upgrades atm that is needed to make bio effective. This could work or it could be broken, playtesting will tell.

2. We are entertaining the thought of lowering cost of CC, Nexus and hatcheries. This is very sensitive, especially since the hatcheries playes more roles for zerg than cc and Nexus does for terran and toss. We are thinking 350,350 and 275, which is also weird, but kinda the way it should be. (250 hatches is just too good imo). One of two things may happen: 1. Players find it easier to expand, but it is still a risky thing to do (which it should be to some extend) . 2. Expanding is too easy and we get much more macro-oriented games. Also, zerg's can swarm units much easier and quickly becomes the best race.

I think my # 2 concern is not too valid as 50 (or 25 for zerg) minerals is not that big of a deal, but we'll see.

Also we are definitively going for 7 gas per trip. If gas still floods thorough our noses, we could even lower it to 6, but let's try 7 for start.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
May 12 2013 21:22 GMT
#5451
On May 13 2013 06:03 Xiphias wrote:
@ Wiki: Yes PLEASE!!!!! Would love for someone to do that. I could start and then others could add stuff. I imaged you want all current stats and stuff for now. We won't do the whole history of all the changes. It is easy to do. I can make a site using some wiki function (I've done this in school already) and start. All you need to do to contribute is get an account and open the Starbow file through the online open function in the editor and start writing stuff from the data bank (F7) over to the wiki-page. Once that is done, maintaining it for future patches should not be that big of a task. I'll post some more info on this if we go for it.

@ Next patch.
Seems a lot of you want to know when it's coming out, which is understandable. Most of the changes has been decided, we just need the work done so this is mostly up to how fast dec can get editor work done. I am thinking minimum one week and max 3, just to be safe.

@ Changes.
We are thinking about making two changes that might be bad and that we need to keep an extra eye on:

1. No research for the Matrix (but make it 50 energy). This could be too hard for zerg's to deal with early game, but I agree with HideR that there are too many bio upgrades atm that is needed to make bio effective. This could work or it could be broken, playtesting will tell.

2. We are entertaining the thought of lowering cost of CC, Nexus and hatcheries. This is very sensitive, especially since the hatcheries playes more roles for zerg than cc and Nexus does for terran and toss. We are thinking 350,350 and 275, which is also weird, but kinda the way it should be. (250 hatches is just too good imo). One of two things may happen: 1. Players find it easier to expand, but it is still a risky thing to do (which it should be to some extend) . 2. Expanding is too easy and we get much more macro-oriented games. Also, zerg's can swarm units much easier and quickly becomes the best race.

I think my # 2 concern is not too valid as 50 (or 25 for zerg) minerals is not that big of a deal, but we'll see.

Also we are definitively going for 7 gas per trip. If gas still floods thorough our noses, we could even lower it to 6, but let's try 7 for start.


Regarding your second concern. I think cheaper expos will have these effects;
1) Timing attacks relatively weaker (I don't really care about this to be honest. Danko might disagree though).
2) Force players to spread them self out thinner at an ealier time than previously.
3) When expo'ing is costly you can't invest in noncore units (units that aren't strong in a battle) as you may just lose to a timing attack. WIth cheaper expos we will see more tech'ing/investing into harassplay while expanding.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
May 12 2013 23:58 GMT
#5452
On May 13 2013 06:03 Xiphias wrote:
@ Wiki: Yes PLEASE!!!!! Would love for someone to do that. I could start and then others could add stuff. I imaged you want all current stats and stuff for now. We won't do the whole history of all the changes. It is easy to do. I can make a site using some wiki function (I've done this in school already) and start. All you need to do to contribute is get an account and open the Starbow file through the online open function in the editor and start writing stuff from the data bank (F7) over to the wiki-page. Once that is done, maintaining it for future patches should not be that big of a task. I'll post some more info on this if we go for it.

@ Next patch.
Seems a lot of you want to know when it's coming out, which is understandable. Most of the changes has been decided, we just need the work done so this is mostly up to how fast dec can get editor work done. I am thinking minimum one week and max 3, just to be safe.

@ Changes.
We are thinking about making two changes that might be bad and that we need to keep an extra eye on:

1. No research for the Matrix (but make it 50 energy). This could be too hard for zerg's to deal with early game, but I agree with HideR that there are too many bio upgrades atm that is needed to make bio effective. This could work or it could be broken, playtesting will tell.

2. We are entertaining the thought of lowering cost of CC, Nexus and hatcheries. This is very sensitive, especially since the hatcheries playes more roles for zerg than cc and Nexus does for terran and toss. We are thinking 350,350 and 275, which is also weird, but kinda the way it should be. (250 hatches is just too good imo). One of two things may happen: 1. Players find it easier to expand, but it is still a risky thing to do (which it should be to some extend) . 2. Expanding is too easy and we get much more macro-oriented games. Also, zerg's can swarm units much easier and quickly becomes the best race.

I think my # 2 concern is not too valid as 50 (or 25 for zerg) minerals is not that big of a deal, but we'll see.

Also we are definitively going for 7 gas per trip. If gas still floods thorough our noses, we could even lower it to 6, but let's try 7 for start.

I like this patch. Matrix could facilitate bio openings in T vs P. In T vs Z, I'm afraid matrix on Firebat in early game, but you have to see.
SmileZerg
Profile Joined March 2012
United States543 Posts
May 13 2013 00:31 GMT
#5453
If Matrix requires no research, it should be 75 energy, so you have to start getting Medics out early and saving energy to cast it. It's a ridiculously good spell in TvZ.
"Show me your teeth."
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 13 2013 08:19 GMT
#5454
Big post of important changes for next patch

(I am so articulate…)

Next patch will focus on some role changes for certain units as well as a lot of small fixes. Thanks to JohnnyZerg, HideR, Kabel and Danko (maybe others….) for pointing out bugs that we did not catch ourselves. Also thanks for many good ideas, I love it when a concern is raised and a possible solution is posted as well.
Note that not all these changes are final.

Terran

@Ghost. There will be some changes to this unit. One problem with the ghost is its role. The Science vessel is a very strong spellcaster that supports the army. We don’t want ghost to be the same. Rather, as SmileZerg stated, we want it to be the “DT of terran”. In those lines we will make the following changes:
- Cloak no longer requires research.
- Nukes no longer requires factory.
- Lockdown removed.
- Snipe will now do 40 dmg (60 vs light) and have no cooldown. (more spammy) It will cost 25 energy.
- New spell: “Psychic Shutdown” (name could be better...): Cost 50 energy (maybe less…) Disables the attack, production and detection of target building.’
We see Ghost as a harasser. Snipe being the less risk/reward and nuke the higher risk/reward. Disable detection is quite strong for a cloaked unit, but making it cost energy will reduce the duration of cloak. It is the same with snipe. If you cloak and snipe, you’ll have fewer snipes but will be safer, if you do not cloak, you’ll have more snipe but run a higher risk.

@ Viking. Now that the Ghost have very little to do with anti-air, we’ll need to rework the Viking.
- We suggest (up for discussion) a ground Viking made from the factory with a splash AA attack of some kind (Dec will work out something here …).
- It can be upgraded to have transform at a tech lab attached to a Starport. Once in air, it loses its attack but gains very high speed. (remember, Vikings on ground are quite slow). Slightly faster than mutalisk, to be able to land and fly micro vs them…
- It will probably be more expensive and slightly more buffy.
- It will be able to transform while moving. (if we can make the editor do it…)

@ Reaper.
Remove the tech lab requirement since gas is down to 7 per trip. Also, it got a dmg nerf in the last patch; hopefully it won’t break the game again…

@ Firebat.
We plan to make its attack a little more in line in front and not “all over” but to buff the attack dmg at the same time. Not as liney as the hellion though.

Protoss

@ Nullifier. Introduce the one suggested by Chrono and Dec. We’ll work with the actuall numbers more, but it will be fast, have a weak attack and the “mines” will have a large radius (I think 4…)

@ High Templars. Right now they have SC2 storm and not BW storm (less energy and less dmg, same duration). Do we want more dmg, more energy? We feel it’s fine as it is.

Zerg

@ Viper. HideR mentioning that frenzy cost should be reduced got us thinking about that spell again. If we keep frenzy in the game, then it should be cheaper. However, we are thinking about scrapping the spell altogether. Viper needs a spell that synergizes with Dark Swarm and that can help a zerg who is falling behind in army count (as Dark swarm does). We just thought of the following, please share thoughts here:
- Infested swarm: Cost 25 energy, cast on enemy units, when the unit dies, 4 zerglings are spawned.
I don’t want a new “infested terran” spell, but this one cannot make an “egg wall”.
This is just a suggestion; we are very open for other ideas on this one.

General

- Lots of bug-fixes and some new upgrades.
- 7 gas per trip, and depleted gas gives one gas per trip (if we can make it work in the editor).

That's all folks!
aka KanBan85. Working on Starbow.
Project:WayOfFreedom
Profile Joined May 2013
Czech Republic11 Posts
May 13 2013 08:28 GMT
#5455
On May 13 2013 17:19 Xiphias wrote:
New spell: “Psychic Shutdown” (name could be better...): Cost 50 energy (maybe less…) Disables the attack, production and detection of target building.’
We see Ghost as a harasser. Snipe being the less risk/reward and nuke the higher risk/reward. Disable detection is quite strong for a cloaked unit, but making it cost energy will reduce the duration of cloak. It is the same with snipe. If you cloak and snipe, you’ll have fewer snipes but will be safer, if you do not cloak, you’ll have more snipe but run a higher risk.


I dont feel like this is good idea at all. You can basicaly get few ghosts to completely deny imobile detection while single one Nukes, or in other cases, you might just get 2-3 ghosts purely for building locking -> retreat and 4-7 to just kill anything. Together with scan and targetfire on observers, banshees with their insane DPS, or even just vultures that will abuse cannons being shut down, combos might be way too strong. I dislike idea even from design point of view, as player who scouts inviusible units coming and placing down detection should not be punished for doing that. I am sorry to say this to you, but remember my words - this is one of worst things you might do for ghost.
When you can do it well, why not just do it wrong way instead? When you are lead by sanity, you go ways that anyone else would. Only when you are being insane, you may find best way to solve problems.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-05-13 09:34:04
May 13 2013 09:25 GMT
#5456
Now that the Ghost have very little to do with anti-air, we’ll need to rework the Viking.
- We suggest (up for discussion) a ground Viking made from the factory with a splash AA attack of some kind (Dec will work out something here …).
- It can be upgraded to have transform at a tech lab attached to a Starport. Once in air, it loses its attack but gains very high speed. (remember, Vikings on ground are quite slow). Slightly faster than mutalisk, to be able to land and fly micro vs them…
- It will probably be more expensive and slightly more buffy.
- It will be able to transform while moving. (if we can make the editor do it…


Interesting, but you will keep the Goliath as the main unit vs armored units and vikings primarily vs light units right? (so you will fix the + damage vs armored units vs bug?).

Viper. HideR mentioning that frenzy cost should be reduced got us thinking about that spell again. If we keep frenzy in the game, then it should be cheaper. However, we are thinking about scrapping the spell altogether. Viper needs a spell that synergizes with Dark Swarm and that can help a zerg who is falling behind in army count (as Dark swarm does). We just thought of the following, please share thoughts here:
- Infested swarm: Cost 25 energy, cast on enemy units, when the unit dies, 4 zerglings are spawned.
I don’t want a new “infested terran” spell, but this one cannot make an “egg wall”.
This is just a suggestion; we are very open for other ideas on this one.


Why does it have to syngergize? In Sc2 my beef with the raven is that it only has battle-utility spells, which means you can't do anything with it when your not in a battle. I would prefer the same thing didn't happen with the Viper. A spell which you can use when not in a battle and a 25 energy version of Frenzy IMO sounds pretty cool. Now you can actually use hydras to harass your opponent (and not just rely on lings).

Ghost. There will be some changes to this unit. One problem with the ghost is its role. The Science vessel is a very strong spellcaster that supports the army. We don’t want ghost to be the same. Rather, as SmileZerg stated, we want it to be the “DT of terran”. In those lines we will make the following changes:
- Cloak no longer requires research.
- Nukes no longer requires factory.
- Lockdown removed.
- Snipe will now do 40 dmg (60 vs light) and have no cooldown. (more spammy) It will cost 25 energy.
- New spell: “Psychic Shutdown” (name could be better...): Cost 50 energy (maybe less…) Disables the attack, production and detection of target building.’
We see Ghost as a harasser. Snipe being the less risk/reward and nuke the higher risk/reward. Disable detection is quite strong for a cloaked unit, but making it cost energy will reduce the duration of cloak. It is the same with snipe. If you cloak and snipe, you’ll have fewer snipes but will be safer, if you do not cloak, you’ll have more snipe but run a higher risk.


The problem with a spamable high damage snipe is that the opponent can't micro against it, and thus its damage needs to be slightly UP (as shown in Sc2). This Snipe (especially since ghosts are cheaper than in Sc2) sounds even better than in was in the start of WOL.

Psychich shutdown. I actually don't think its a probleml that you can counter photo cannons. That just means the opponent has to react with actual multitasking to counter ghosts. On the other hand I feel that this ability in it self is very boring. The problem is that there is no variation in the ability as you know the exact outcome beforehand. You click on a production facilities and X happens every single time. In that regard it is similar to Overseers ability to shut down infastructure, just not very exciting.

I also think the reaper kinda fulfills the harass-role of terran. Ghosts needs some way to counter reavers for instance and my "snipe" suggestion made it possible for it to attack non-biological units. Does your suggestion do the same thing? If not, I think we should just keep lockdown in the game.

Btw what about Scout. It seems to me as too big of an investment and it's too slow to really work as a unit flying around for it self. With a higher movement speed + worse "feedback" (not doing damage) and lower cost I think it would see a lot more use as a "scout".
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-05-13 10:32:01
May 13 2013 10:30 GMT
#5457
Two things I forgot to mention (in this post). Banshee's will have a small AA attack so terran still has an air unit that can do AA dmg.

@ Scout. I did not mention this but we will lower its cost as you suggested and also give it a speed upgrade at the fleet beacon.

The relationship between Science Vessel / Ghost / Reaper is a difficult one... We'll think some more. Like I posted, some things are not final yet. Thanks for feedback so far.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
May 13 2013 10:33 GMT
#5458
On May 13 2013 19:30 Xiphias wrote:
Two things I forgot to mention (in this post). Banshee's will have a small AA attack so terran still has an air unit that can do AA dmg.

@ Scout. I did not mention this but we will lower its cost as you suggested and also give it a speed upgrade at the fleet beacon.

The relationship between Science Vessel / Ghost / Reaper is a difficult one... We'll think some more. Like I posted, some things are not final yet. Thanks for feedback so far.


Banshee with AA. Is that neccesary? I think the main reason I suggested it was due to removal of a starport AA unit. But if vikings have AA (whether its form ground or air), then it isn't really necesary that banshees also have them.
Weerwolf
Profile Joined November 2010
75 Posts
May 13 2013 10:59 GMT
#5459
Go in with a dropship with 2 - 3 ghosts, instant snipe on all probes/drones/scv's, get out 3 seconds later.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-05-13 11:19:00
May 13 2013 11:18 GMT
#5460
On May 13 2013 19:59 Weerwolf wrote:
Go in with a dropship with 2 - 3 ghosts, instant snipe on all probes/drones/scv's, get out 3 seconds later.


You can do that in Sc2 as well..... Just not very efficient.
Prev 1 271 272 273 274 275 537 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:45
Best Games of SC
Reynor vs Zoun
Classic vs Clem
herO vs Solar
Serral vs TBD
PiGStarcraft237
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft237
StarCraft: Brood War
ggaemo 1268
Tasteless 253
Leta 201
Backho 136
Snow 114
Icarus 3
League of Legends
JimRising 824
Counter-Strike
Stewie2K1070
Super Smash Bros
C9.Mang0416
Mew2King241
Heroes of the Storm
Trikslyr32
Other Games
summit1g9905
WinterStarcraft718
NeuroSwarm74
Organizations
Other Games
gamesdonequick916
StarCraft: Brood War
UltimateBattle 28
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH366
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush2048
• Stunt528
• HappyZerGling102
Upcoming Events
Replay Cast
4h 6m
Afreeca Starleague
4h 6m
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
5h 6m
Creator vs Rogue
MaxPax vs Cure
PiGosaur Monday
18h 6m
Afreeca Starleague
1d 4h
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
1d 5h
Clem vs goblin
ByuN vs SHIN
Online Event
1d 18h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Zoun vs Bunny
herO vs Solar
Replay Cast
2 days
[ Show More ]
LiuLi Cup
3 days
BSL Team Wars
3 days
Team Hawk vs Team Dewalt
Korean StarCraft League
3 days
CranKy Ducklings
4 days
SC Evo League
4 days
WardiTV Summer Champion…
4 days
Classic vs Percival
Spirit vs NightMare
[BSL 2025] Weekly
4 days
Sparkling Tuna Cup
5 days
SC Evo League
5 days
BSL Team Wars
5 days
Team Bonyth vs Team Sziky
Afreeca Starleague
6 days
Queen vs HyuN
EffOrt vs Calm
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Jiahua Invitational
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
SEL Season 2 Championship
WardiTV Summer 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
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 © 2025 TLnet. All Rights Reserved.