New map with new infestor abilities.
[A] Starbow - Page 289
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Xiphias
Norway2223 Posts
New map with new infestor abilities. | ||
SmileZerg
United States543 Posts
@Why does Terran need an anti-air unit, and why does Zerg need a flying spellcaster? Zerg does not need a flying caster. Terran does not need a flying anti air unit. Protoss does not need a melee unit. No race need to have ranged attackers, siege units, cloaked units or flying units at all. The game can be designed anyways, and still be good and fun. Warcraft 1 was still fun. It had no flying or cloaked units for example. BUT the game would feel poorer without flying casters, siege units, cloaked units, anti-air units etc... Why? By dividing units into roles and giving them unique strengths and traits, we add diversity to the game. It adds more potential interactions between units. It adds more potential for tactics and strategies. It adds more reasons to control both the air and ground. It adds more interesting use of maps and terrain. Do I really need to continue this list? Yes, units can still be unique even if all units are ground units. But by using variables such as ground, air, range, melee, siege, cloaked, burrowed, spells, energy, life, speed, damage, terrain, abilities, sight, specialized attacks and much much more, we get potential for more design area... All of this can be combined to create interesting and diverse stuff, which leads to a more dynamic and fun gameplay. By NOT using those variables, we end up with units that overlap or feel very similiar in many areas. And it will feel empty. He made this post about 5 pages back, and it was completely ignored. Not even addressed at all, despite the fact that it's by far, I think, the most important post that's been made in the last dozen pages at least. That tells me that there is an entire HUGE aspect to the game design that everyone else is not even comprehending. Flavor. Aesthetics. Themes. The connection between gameplay and the internal fictional narrative that drives it within the players and spectators. StarCraft, especially Brood War, is successful because it pays a lot of attention to these things. It features three distinct races with their own flavor, both visual and stylistically inherent in the way they are played and presented on the battlefield. It seems that everyone is completely lacking sufficient understanding of the massive importance of this aspect of design in favor of sheer balance right now. That is a BAD THING. The way units and abilities behave in StarCraft needs to be communicated to the players not just through text and wordy, mechanics-ridden explanations, but through the flavor, and it needs to make sense. In fact, every game mechanic is just a way of expressing flavor, NOT the other way around. Imagine if, instead of ground units and air units, we just had Unit Type A and B. They had the same mechanics, in that B Type units could only be attacked by certain units with the ability to hit them, but it was not communicated visually. No one would buy it. It would be confusing and make for a bad spectating experience. We as players understand why Zealots cannot hit Mutalisks - they can only attack things in close combat, and Mutalisks are flying out of reach. That concept of inherent expression in mechanics through the flavor needs to be expanded to touch on every interaction in the game. By that same token, we need to be working within the constraints we are given by the established flavor. You can't just do things like make Chrono Boost add +1 range to a Photon Cannon with no explanation. Why? How? Don't explain the reasoning why you're doing it for gameplay/balance purposes - you also need to explain how it works within the parameters of the fictional setting. Why would an ability that speeds up time increase the distance a structure can shoot? How does that correlate to the other uses of Chrono Boost? It's not intuitive - it's something that will make a new player dislike the game, and question the integrity of the design. Even once it's explained that it was a change to make Drop play more viable, why was that the change? How does that fit into the bounds of what the established ability does? That is just one example. The current iteration of Starbow is riddled with these inconsistencies. Why does the Viking not shoot in its Air mode? I'm not looking for a game play explanation - the mechanics only serve to express the flavor. The question is why would the Terran employ an aircraft with clearly visible rocket pods that cannot use them unless it lands? Furthermore, this is an established unit that already exists in name and image in SC2, and has an AA attack - we can tweak the values of that, but it's not an aspect you can just remove completely, or you change the whole identity of the unit. Every unit needs to have a unique identity - this is even more true of a unit that is well known for that identity. When I suggested the change to the Viking, I had the following precedences backing up my idea: 1) There existed a Terran GtA unit with a splash attack already (the Thor). 2) There existed a Terran air unit with a splash AA attack already (the Valkyrie). 3) There existed another version of the Viking which had both an air and ground mode and an attack in each. By combining these concepts, we make a unit that is different, but still fits within the identities of multiple pre-existing Terran units within the SC franchise. By removing the AA attack from air mode entirely, we have created something that no longer makes sense to exist. We currently have a Banshee with less range, a weaker attack, an AA attack, and more speed. Particularly the AA attack is a complete reimagining of the units identity - that is a huge aspect that does not exist in the original unit and has fundamentally altered what the unit is. Is it bad? No, the AA attack is not bad - attaching the identity of the Banshee to this new unit we have created is bad, especially when an easily understood replacement already waits to fill that gap - the Wraith. We also now have two mid-size, ground-crawling, conceptually similar Zerg caster units, with a complete lack of identity differentiation between them to the point that it's not clear which unit should even have the Plague ability, because these two units were never meant to coexist in the same game. One is a hybridization of the other with the BW Zerg flying caster, changed into a stealthy ground unit. There is also an obvious evolution of the Defiler in the Viper, which has now been neglected, and an essentially unique identity from SC2 lost. Are there advantages to bringing the Defiler back into Starbow? Yes, there are some, potentially. Do they outweigh the problems caused in coexisting with the Infestor and removing Zergs flying caster? No, not even close. And more than anything it is the lack of understanding of why that is such a huge problem that is the reason I think we need Kabel back - he possesses that understanding. I hope I'm explaining this correctly, but the fact that I need to make this post at all makes me think that it's not going to be received in the way I'd like. Anyway, carry on, and don't take these criticisms as me thinking that Starbow has been ruined completely or anything - I like some of the changes that have taken place, I think you guys just need to take a step back and focus on more than just the balance and gameplay, which is something that right now, I only trust Kabel to do. | ||
Fen1kz
Russian Federation216 Posts
at first i'd like to give you things that i like since i joined: * warpgate mechanic (as i remember when kabel was leader warpgates were bugged) * carriers back * gas balance!!! ♥ * bugfixes * grid layout changes * vultures and mines and mech overall, whole terran balance * defiler/viper/infestor change (but havent tested it yet, still should be balanced) and things i dont like: * viking removal viking was good unit with good AA and even good ground attack, now its just one more goliath for me * banshee rework current banshees are crazy, they were good and now they're... just crazy, very bad AA, awesome dps, strange cloak, dunno * protoss lack of units and ground/air balance without immortal/sentry protoss ground army rely heavily on stalkers. stalkers now core of the coriest units, this makes overall toss balance around them. if only you dont want protoss to be an air race ![]() but i think this would be fixed. I only ask you, Dec and Xiph to listen Kabel. I've read his posts here, like that one quoted above. I totally agree with him and i like his way to balance and his thoughts. and also, very very imho , i think u're now doing 2 major mistakes + Show Spoiler [imho] + First one is nerfing units instead of buffing. Like nerf photon cannons or vikings to make drops more viable sounds crazy to me, because its easier to buff drops if you want them to be more powerful (personally i think drops were OK, it is normal when u cant land on expand with 6-9 photons on it, or your dropships being picked up by 4 vikings) And second one is telling people how they should play, instead of making design desisions. Example: vikings, they were versatile air/ground transformers, but if you tell(and rework ofc) players to use vikings as ground-air AoE, that makes things too OP or too bad. You make unit role more clear -> and it leads to unbalance and gameplay poorness. Currently i see too many units that can be removed and it wouldnt change that much, so they're making game poor just because they add illusion of variety: Viking, Scout, Tempest, Devourer and (not sure) Nullifier with all these units you're telling us, players, how we should use them and how we should play it, they have too strict purpose, some of them doing well (e.g. without devourer zerg cant beat mass air) but overall they're kinda poor. this part is my imho, and i can't explain it well, so you may ignore this one | ||
Kabel
Sweden1746 Posts
I will return as "lead designer" for Starbow. I took a break from Starbow two months ago due to my lack of free time. Now school is finally done for this term! This means that I have more time available again. I have also gotten the urge back to work on this project, so I will take over the patch work from tomorrow morning. First of all: >>>+ Show Spoiler + I do NOT return because Xiphias and December are "destroying" the game or anything silly. I think they have done a great job. They have fixed so many bugs, organized a tournament, added some good changes and modifications to the game. Without them everything would have stood still. So thanks to them and thanks to all of you who still show interest and support Starbow. Second of all: >>>+ Show Spoiler + It really is all about the vision of the game. Everyone envision Starbow in a slightly different way. No matter if I, December, Xiphias, Hider, JohnnyZerg, Danko, SmileZerg or whoever made Starbow, it would probably be a good game. Just different compared to the others version of the game. We all see different solutions to the same problem. We would all design the game in our own unique way, towards our own personal vision. Now when I return I will stay true to my vision of the game. My design philosophy. Not because it is superior, but simply because that is the only vision I understand and can design towards. After all, the way I have designed Starbow has probably contributed to make many of you interested in this at all. So I must have done something right at least. ^^ What will happen now? >>>+ Show Spoiler + I have for the last three weeks been thinking, designing and writing on a huge patch. All in secrecy... :p It is a patch that completely solves all missing design areas of Starbow. Every spell, ability and unit have been mapped out. A complete picture. How can I know if it will work? I can not know. I can only judge and evaluate it in theory. (I have a long list of gameplay factors I look at.) And so far this is my most analyzed patch ever and NOT some rushed shit. (Like I have done earlier.) Don't worry! This is NOT only my own random ideas that throws the game upside down. I will stay true to what already is in the game. I will stay true to my way of designing things. I will expand on some of Xiphias and December's contributions to the game. (The Nullifier for example.) I will use ideas from the thread. I estimate that I will work between 7-14 days to get everything done. I will not release this patch before it is truly complete. What will happen to us all? >>>+ Show Spoiler + I don't mind discussions here in the thread. I love the fact that many of you care about this project. Without all of your support, feedback and devotion, this project would have been dead long ago. It is healthy to get new perspectives and insights on the game. But it is also time consuming to argue back and forth forever. If you all wanna bring ideas for spells, units or something else, I will read it and consider it. The patch can still be modified if I come across an interesting idea from any of you. But I will not spend too much time writing huge monster posts here in the thread. That is why I write in this short cut down weird way. If my patch work, we will feel it in the gameplay. If it does not work, we will feel it in the gameplay. Words are very unnecessary, they can only do harm... Guess the song :p What is the bigger plan? >>>+ Show Spoiler + 1. The next patch gets released in ca 1-2 weeks. It MUST contain a design solution to everything! Starbow can not go back and forth forever. We must try to move forward... 2. Two additional weeks goes to testing the balance. Find design flaws and bugs. We must try to break the game. 3. Reach out to new players! (There are some ways this can be done.) 4. If Starbow ends up being good and fun enough, MAYBE it will get a "life on it¨s own" and a stable player base. Otherwise, well.. everything will go back into darkness... and it was fun to try atleast. ![]() Bonus Starbow has been around for 1,5 years. Why is it not complete? What has happend during this time? Why was this project even started?! I hereby present to you; The short and uncensored history of Starbow! >>>+ Show Spoiler + 2011 + Show Spoiler + October - I buy SC2...And I become disappointed. December - People on forums complain on SC2. But no one does anything about it. I decide to learn the editor and release my own SC2. :p 2012 + Show Spoiler + Januari 21 - The first version of Starbow is released. It receives quite positive attention and I get some playtesters. February - March - Danko, Roblin and Laertes aka UloseTheGame becomes involved in the process of design, feedback and playtesting. I start to go bananas and invent own units, macro mechanics and a lot of other stuff just because I find it amusing. The game of course becomes horrible. April - The player pool is almost vanished. No one cares anymore. Not even me. I write a goodbye-post where I declare Starbow dead and burried. Dakota and Laertes stops me via PMs. Instead they start to release material on Youtube, and tries to spread Starbow via other ways. Due to their support I continue. Summer - I decide to let Starbow be a "sequel" to BW. I use more influences from the dynamics and the gameplay of BW, and I try to improve upon it. A first true beta version is released where all races are decently complete. A player pool starts to be established again. August/September - December starts to upload VODS where he casts Starbow games. I get a nerdgasm. October- VrumFondel and Sarajeneda publishes Starbow on two Russian forums. The chat channel on EU explodes! 20+ players every day for ca two weeks. The chat channel is filled with Russian language. I understand nothing but still I love it... In the meantime, the NA scene grows too. Players like CaptainAmerica, Chronopolis, Freeze, Purakushi etc spread fear across the Starbow community. People discuss if EU or NA have the best players. If only global play was a reality... November - I try different concepts, rework, rebalance and mixtures a lot with the game. (Anyone remember the beefy 50 HP Zerglings? T_T) The player pool starts to fade away again. I almost fade away too. December - Xiphias starts to upload casted games, and becomes one of the most devoted players. XiA contacts me and offers me his skills in the editor. He does an incredible amount of technical work that I was unable to fix. The Reaver FINALLY works as intended! 2013 + Show Spoiler + January 21 - I declare Starbow completed. One year after it was first released. A great tournament is organized by Xiphias. But still there are some flaws in the design and balance... March - HoTS is released. It creates huge errors in the Starbow file. I and XiA rebuild everything from scratch. It is a shitload of work. I also rush some badly thought design changes. I try to fix it with even more rushed patches. A black hole is born... April - Life becomes too stressful for me. I take a break from Starbow. Xiphias and December takes over the patching, and we all applaud! The next Starbow tournament is organized and it gives me nerdchills. June - I return to Starbow. With me I bring the most theorycrafted patch in the history of mankind. I decide to create the patch-to-end-all-patches... and the world holds it's breath. Will everything finally be good? Or is this just another circus? | ||
Fen1kz
Russian Federation216 Posts
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Sumadin
Denmark588 Posts
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decemberscalm
United States1353 Posts
Sounds fun! @Smile I never thought in terms of balance, I thought of roles that needed to be fulfilled. Kabel was never answered because we (including xiphias) constantly have pm conversations with him regarding decisions and how to alleviate concerns. Xiphias had Kabel's go ahead on the range chrono. This is from a game play perspective that I've always looked at first and foremost (not balance). Theme is nice, but nowhere near the most important aspect. I agree it helps communicate to the player and that could be worked on to be better. It isn't that hard to make it coincide with game play as well. I do agree the viking could be tweaked to have both the tier one sort of anti air attack in flight mode and also retain its landed anti mass muta role. Giving it flak guns on its landed guns would communicate to the player that the vikings rocket pods are for air to air, and its ground based rotary cannons are actually AA flak guns (if they have played any WW2 game they'd know they are only okay vs ground targets). That could be quite easy to do and alleviate your concerns regarding flavor no? Chrono boost on cannons is counter intuitive for anyone new to the game in the first place. I didn't plan that change, that was Xiphias with Kabel's go ahead. New players always, ALWAYS have to be told they can chrono boost their cannons. In that regard I'd rather just see cannons that are good at holding off armies, buying time, than super easy solutions to trickier play like drops, air based harassment, and cloaked units. I'd rather have tougher cannons that don't kill entire armies, but will buffer for a reaver that DOES kill their army. But that's just like, my opinion man. Does chrono on cannons add to the game or detract? If anything its slightly nice just because it lets apm make things more effective but by no means is it necessary. ^^ We've talked plenty we still disagreed on banshee vs wraith. It is quite literally just the model is what would be different. You think having both ground and air attack makes a wraith. I think having low ground damage (not banshee) makes a wraith. I actually agree with you on this one now. I have been teaching a few new players and I'd rather have a wraith with a beefier laser or something similar and not have to tell them their banshees can shoot up. One problem is that its air attack is weak which doesn't feel like a wraith. Buffing it would conflict with a viking given anti air attack. I think a decent solution to the problem would be making reactor viking, tech lab banshee that can't shoot up since the viking can now serve as the air based "shoot anything in the air as long as it can't shoot back" unit. The faster agile slightly nerfed ground damage banshee with burst cloak is so exciting in game. If it loses its air attack due to the viking regaining an air attack this should sort it out. As for Zerg casters you can't simply have theme and no game play to back it up. The Z caster line up was incredibly boring. People would just build infestors as battle casters. Tier 3 casters were rarely used, Dark Swarm had to be nerfed so bad from its BW counterpart because it was on a flying unit. Even so, you'd go into to cast Dark Swarm and immediately lose your casters to terran long range anti air. I don't really see infestor and deflier conflicting. One should be more for sneaky play, harassment, and pre engagement. Its movement is quite interesting being burrowed. For an ideal solution I'd rather see Dark Swarm and the deflier actually taken out of the game to be replaced by a real viper. Between me, Kabel, and Xiphias I'm not sure we've agreed at all so far on what could be done to fix this lineup. I've constantly been thinking about it. Any solution has holes. Theme wise there is glaring inconsistencies already on the viper. The only spell that made it a viper was its consume. It was still a flying swarm guardian. You can call it evolved from deflier but players have no idea. I'd still have to explain its a flying deflier. It communicates nothing except that it flys (because it can). As for what I'd do to try and fix the current Z lineup: Infestor fitting the role of the sneaky harasser. Plague plus infested ground make it more viable in this regard. Fungle is pretty good early on so its worth teching to mid game before getting tier 3. Neural parasite was actually way too good. It would basically render tier 3 casters obsolete vs Terran. It had its benign removed (why can't my units shoot the infestor until I click it?). In turn, it's been given a much sneakier burrowed neural parasite with short range. Its regular NP is still viable as long as you rush in with tanking units first as opposed to the basically guaranteed force of tons of apm to counter play your easy clicks. Design wise this seems improved to me. I think its almost solid. Viper with blinding cloud. Blinding cloud actually makes sense on the viper, is familiar to players, and makes more sense for Starbow Zerg. Compared to BW, SBOW eco Z relies more on tons of units with creep to crush your opponent instead of low econ tricky play to stay alive. Thematically this is nice, Z as the swarm (even though game play wise I preferred playing low econ tricky finesse Z from BW but that would require a complete redesign, so oh well). Blind Cloud works much better as a spell than Dark Swarm in this case. Blinding Cloud can actually protect vipers from ranged fire. Dark Swarm cannot. It also fixes the problem of not having to be anywhere near your opponent to cast it (unless the range is silly short). Then consume on building would be better. That leaves one spell slot. Frenzy I am pretty sure Kabel, Xiphias, and I are all intent on seeing gone for something more interesting. Your intitial post was essentially saying we screwed up starbow and you were done with it because of that. We were mostly just bug fixing and fleshing out roles a tiny bit. Kabel has gone through tons of crazy changes, we've been trying things for how short of a time and you've deemed it essentially null value. | ||
decemberscalm
United States1353 Posts
First version of it, comments? Think it would work well with Starbow? It ended up being sort of like Breaking Point. Calling the map Gambit. Overhead The main Natural Top Part of the map Center of the map | ||
Xiphias
Norway2223 Posts
Few things: You missed a spot with water. (close to left main, maybe the same at right). Make sure that it is impossible to drop on narrow high ground next to natural base. Not sure if regenerative mineral at nat is necessary... | ||
JohnnyZerg
Italy378 Posts
Make sure that it is impossible to drop on narrow high ground next to natural base. and add trees and decorations (not is necessary). Not sure if regenerative mineral at nat is necessary... It might be nice to try degenerative minerals + Show Spoiler + http://i.imgur.com/2RshZrS.jpg http://i.imgur.com/TA1fcfm.jpg Info for degenerative minerals and biological waste: + Show Spoiler + http://www.teamliquid.net/forum/viewpost.php?post_id=18607872 Nice map, good job decemberscalm ![]() | ||
Xiphias
Norway2223 Posts
+ Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + | ||
JohnnyZerg
Italy378 Posts
On June 03 2013 02:18 Xiphias wrote: OK. I fixed Starbow Haven. It was in general too big so I made it smaller and I made one of the two thirds easier to defend. This should be better. + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + I tryed this map and i think that is a nice map. There is a problem, i noticed an harversters bug while collect minerals, especially in natural. Edit: solve reaper mines: should make explosion after 3 sec instead of 5. | ||
SmileZerg
United States543 Posts
On June 02 2013 13:19 decemberscalm wrote: @Smile (Lots of interesting things I don't have time to discuss at the moment) ... Your intitial post was essentially saying we screwed up starbow and you were done with it because of that. We were mostly just bug fixing and fleshing out roles a tiny bit. Kabel has gone through tons of crazy changes, we've been trying things for how short of a time and you've deemed it essentially null value. Let me be clear again that I don't think you guys screwed up Starbow - I appreciate all the effort that was put in to bug fixing, map making, and some of the new ideas like Nullifier that showed potential. However, I didn't like the direction some of the other things were going in, design-wise. What really bothered me though was the fact that Kabel made a very important post in response to the Defiler change regarding overall design and it seemed to be totally ignored, from what I saw on the thread. That boded pretty ill to me at the time, so I decided I would wait til Kabel came back before investing more time in Starbow. That's all. | ||
Chronopolis
Canada1484 Posts
What about giving dark swarm a start-up time (~4-5 seconds?) before it kicks in (keep duration the same). It's been mentioned that the Viper may be a more defensive caster in flavor. The start-up delay weakens chaining dark swarm and using it to press forward, but it should be almost as strong cast defensively, ahead of time. | ||
Kabel
Sweden1746 Posts
I am currently working on Terran and the entire race is almost complete now. (Not many changes.) I have one concern though... The Medic has room for a third spell, and I would like to use that design space. I have created two different spells, but I am not completely satisfied with any of them after some testing in the editor. So I will start to look at other solutions. Maybe something better can be added. So I throw the question out here: Anyone has an idea for a third Medic spell? Ps. Medic has Healing + Matrix. Ps2. If no spell seems to be solid enough, I will NOT force a spell on the Medic just for the sake of it. | ||
Xiphias
Norway2223 Posts
On June 03 2013 14:22 Kabel wrote: I have created two different spells.... If Matrix is removed and there is something new here, it might be good to know what it is in order to think of a new spell that can synergize with those other two.... I'm not a terran player, but do we really need three spells on the medic? If yes, then they can be quite specific imo and not too good since you'll be getting medics anyway as long as your are going bio. How about "Restoration" from BW? (Not sure if you added that already). Seems like an obvious choice. Removes: Stasis, lockdown, plague, fungal, acid spores (devourer) etc... Not too useful, but important for specific situations. Edit: Ah. I misunderstood. Well.... restoration would still be my choice, but I think opinions from terran players are more important than mine... | ||
JohnnyZerg
Italy378 Posts
Energy charge: cost 25 energy and 30 cooldown Effect: give 50 energy instantly at an biologic unit and remove all cooldown in function (userful for quickly reuse sniper and reaper mines). This is just a way to promote the use of ghost, which becomes useless when is without energy. Values can be changed. | ||
Sumadin
Denmark588 Posts
Granted it will be a passive and not an actual spell, but making proper use of it will take plenty of decision making and skill. I don't think trying to push more micro down onto Bio will give us any good results anyway. | ||
Hider
Denmark9390 Posts
On June 03 2013 06:37 SmileZerg wrote: Let me be clear again that I don't think you guys screwed up Starbow - I appreciate all the effort that was put in to bug fixing, map making, and some of the new ideas like Nullifier that showed potential. However, I didn't like the direction some of the other things were going in, design-wise. What really bothered me though was the fact that Kabel made a very important post in response to the Defiler change regarding overall design and it seemed to be totally ignored, from what I saw on the thread. That boded pretty ill to me at the time, so I decided I would wait til Kabel came back before investing more time in Starbow. That's all. It wasn't ignored at all. Did you read my response to it? Did you read his replies? In the end I think his point was that the two spellcasters are supposed to "feel" differently when used. Making one of them an air-unit is one potential solution to that problem, however it had other unintended consequences. Dec and Xiphias were experimenting with creating a different feeling by making the infestor more of a harass/prebattle spellcaster with the Defiler as the battle-spellcaster. That's a different kind of solution, and IMO that has been the best idea presented so far. You previously argued that there was no problem with Dark Swarm on the Viper as the opponent can counter it by moving his units out the area (micro). I disagree for a few reasons; 1) Mech can't counter it. This means that you can run take up your excel spreed sheet before a battle occurs with mech vs vipers and predict the outcome beforehand. That is quite boring. Secondly, (regarding all non-tank units); There is no rule that states that just because an ability can be countered post-use, that it should be easy to cast. In fact, I think it is quite the opposite. By making A) The ability hard to use efficiently. B) Create rewards for remicro from the opponent after it has been casted, we further increases the skill cap, further increases uncertainty which creates more awesome games IMO. Thirdly: Is the counter-micro in it self really that exciting? Zerg player clicks on location X and opponent moves out of location X. Is that really that exciting? I know that the above is somewhat simplified, however, I still believe my point stands; The counter-micro isn't exciting enough in it self, so there needs to skill invovled in the casting proces and the post-casting proces. I think Kabels advantage over Dec and Xiphias is that his post were more structured. He clearly states the relevant variables/neccesary conditions to obtain a certain situation. I think that Xiph and Dec eventually would have become capable of writing in the same kind of structured manner over time, however, some times it takes time to learn. | ||
Hider
Denmark9390 Posts
On June 03 2013 14:22 Kabel wrote: Goooood morning! I am currently working on Terran and the entire race is almost complete now. (Not many changes.) I have one concern though... The Medic has room for a third spell, and I would like to use that design space. I have created two different spells, but I am not completely satisfied with any of them after some testing in the editor. So I will start to look at other solutions. Maybe something better can be added. So I throw the question out here: Anyone has an idea for a third Medic spell? Ps. Medic has Healing + Matrix. Ps2. If no spell seems to be solid enough, I will NOT force a spell on the Medic just for the sake of it. I don't understand this neccesity? When I play bio I feel like I have an overwhemling amount of microrelated things to do. I think a 3rd medic ability will simply be overwhelming. At this point, it seems to make more sense to "fix" the ghost instead (it still just have lockdown and cloack). | ||
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