• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:58
CET 10:58
KST 18:58
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)20Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1418 users

[A] Starbow - Page 317

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 315 316 317 318 319 537 Next
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-07-02 12:03:27
July 02 2013 12:00 GMT
#6321
On July 02 2013 20:57 Kabel wrote:
Show nested quote +
Puccini playing against inferior zerg players isn't IMO a good example.


Maybe not. But a game of you playing vs Fen is not a good example either?

Don´t get me wrong, I am willing to do changes. But are we certain there is no good way for Terran bio to apply pressure vs Zerg? Can you be 100% certain in that conclusion? Are you sure Reapers with splash upgrade are not viable? Are there no other things Terran can do?
@Banshee range


Yeah maybe it can need a boost since it is currently very short. I fear it might be very strong in TvT though, since Marines only have range 4 too.


No, but the game got me reflecting a bit further upon his actual options in the game.
The thing is, after the zerg eco buff and larger maps, it has become a lot easier for the zerg to defend against commited pressure. Terran need some new way of doing non-commited pressure IMO.

Of course we can never be 100% certain of anything, everything is based on probabilities.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-02 12:16:08
July 02 2013 12:07 GMT
#6322
Since when irradiate is supposed to counter hydras? You already all you can get from irradiating hydr.as is 1 dead hydra. With stats like this vessel can only be deathball unit. Wtth faster, more agile vessel it will require more attention from both sides.

Also, shorter Range (casting on move) will do exactly opposite to massing vessels. It will be much harder with more of them to control then well.


Not counter Hydras.
But with casting range 4 on Vessels, and Hydras have attack range 5, we might have a scenario where Vessels can not cast Irradiate on them without dying. Especially not on deathballs with Hydras. Or on Mutas deathballs who have attack range 3. Do we not want the spell to be viable vs those targets as well?

Unless we buff the movement speed ofc. It is currently 2.5 for Vessels. Slow acceleration. If it becomes faster, then it might work with a short range. Suggestions?

Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-02 12:19:38
July 02 2013 12:15 GMT
#6323
No, but the game got me reflecting a bit further upon his actual options in the game.
The thing is, after the zerg eco buff and larger maps, it has become a lot easier for the zerg to defend against commited pressure. Terran need some new way of doing non-commited pressure IMO.

Of course we can never be 100% certain of anything, everything is based on probabilities.


Yeah, true. We can look at the races options/possibilities and see what they have potential to do, within the current context of the game. But we can not explore everything in detail. Via new patches, we can manipulate aspects of the game to enhance "fun" gameplay. For example give more tools for early aggression, which tends to be more fun to both play and watch, and so on.

So faster Vultures from start might open up for more build order options, more diversity, more early aggression, and other positive words. If we look at it in theory. But it could turn out to have unintended consequenses in game, if we do not get the balance right. (Obviously.)

It will not come in this patch today, but as many other suggestions, I keep it in my list in a file on the desktop.

Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
July 02 2013 12:37 GMT
#6324
On July 02 2013 21:15 Kabel wrote:
Show nested quote +
No, but the game got me reflecting a bit further upon his actual options in the game.
The thing is, after the zerg eco buff and larger maps, it has become a lot easier for the zerg to defend against commited pressure. Terran need some new way of doing non-commited pressure IMO.

Of course we can never be 100% certain of anything, everything is based on probabilities.


Yeah, true. We can look at the races options/possibilities and see what they have potential to do, within the current context of the game. But we can not explore everything in detail. Via new patches, we can manipulate aspects of the game to enhance "fun" gameplay. For example give more tools for early aggression, which tends to be more fun to both play and watch, and so on.

So faster Vultures from start might open up for more build order options, more diversity, more early aggression, and other positive words. If we look at it in theory. But it could turn out to have unintended consequenses in game, if we do not get the balance right. (Obviously.)

It will not come in this patch today, but as many other suggestions, I keep it in my list in a file on the desktop.



Anyway, after playing around with it in the unit tester, it's possilbe I am wrong. I guess you can make a fairly decent reactor vulture opening while still having enough units overall to be safe vs mutaslisks, hydras, and deal with heavy ling production efficiently.
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 02 2013 13:55 GMT
#6325
Patch will be uploaded ca 20.00 CET.

No crazy stuff. Only balance and bug changes.
Creator of Starbow
404AlphaSquad
Profile Joined October 2011
839 Posts
July 02 2013 14:37 GMT
#6326
what balance changes exactly if I may ask?
aka Kalevi
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-07-02 15:03:29
July 02 2013 15:01 GMT
#6327
@ Reaper, here is what I would do;

- Reduce damage from 3 + 2 vs light to 3 +1 vs light.
- Increase build time by 5 seconds.
- Decrease marine build time by 2-3 seconds.
- Increase HP from 50 to 60 (Hots stats)

These changes would (along with reactor bt increase) fix tvt. Now let's look at what we can do to give it more utility post 6 minute mark.

My reaper upgrade suggestion:
- The reaper upgrades adds + 2 damage against everything.
- The reaper after upgrade has the hellion straight line attack.
- Factory requirement, 150 second build time and 100/100 cost.

What it would accomplish
- Rewards micro for both players. I imagine many interesting reaper vs hydra battles where the reaper will try to position his reapers to abuse the straight line attack the most, and the zerg player will expect this and reposition his units in anticipation.
- Increased synergy between reaper and vultures, which will make those type of openings better and more entertaining to watch.
- The reaper would too some extent be a mobile tank, but obviously it would still scale much worse than tanks, so eventually terran players will have to transition out of reapers.


Kabel
Profile Joined September 2009
Sweden1746 Posts
July 02 2013 16:08 GMT
#6328
@Johnnys idea regarding Blink

+ Show Spoiler +
Ideas
Unfortunately, to apply this idea, we must take a step back, but I am very confident in this:

Zealot (80 shield, 80 hp = 160) with upgrade, is as before: when activated, increased movement speed for 5 or 8 sec, reusable after a cooldown.
When this ability is activated, zealot shield are restored. Userfull for make as tank, or escape...

Stalker (70 shield, 70 hp = 140). When blink is used, restored stalker shield. Userfull for attack or escape.
If is necessary, reduced range of blink from 8 to 6.

I wanted to increase shields spontaneously, to increase the effectiveness of the shield (in order to justify their high cost).

Now an army a-click move, it will be less effective than an armed microed.

Upgrades are now more important for mid-late game, without worrying of early game that remains almost unchanged.

If is too strong, make shield are partially regenerated by blink and charge (from 100% to 50%)

I think this is a pleasure to play and to watch... sometimes it takes imagination.
Thoughts?
Gl hf


Well, I am not sure this would solve the current "problems" in the game. Some argue that Blink Stalkers are still very strong and can command the game alone. Makes it very hard for example Terran to push out. This would make Blink even stronger.

@Alpha
what balance changes exactly if I may ask?


I post them within 2 hours. Just need to fix some more things first.

@Reaper


I will take it in small steps. Reactor build time increased from 25 to 40. (50 in SC2)
Won´t this be enough?
1-2 Reapers are not a problem. It´s when they are massable they become annoying. (Which is very easy now due to quick Reactors.)

Even though the line-attack-type would be fun, I can not implement it. It would look ridiculously if Reapers shoots the Hellion flame attack from their belly...
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
July 02 2013 16:21 GMT
#6329

@Reaper

I will take it in small steps. Reactor build time increased from 25 to 40. (50 in SC2)
Won´t this be enough?
1-2 Reapers are not a problem. It´s when they are massable they become annoying. (Which is very easy now due to quick Reactors.)

Even though the line-attack-type would be fun, I can not implement it. It would look ridiculously if Reapers shoots the Hellion flame attack from their belly...


Yeh your probably right. I just tried to think of ways which reapers and vultures could synergize and reward micro for both players.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-02 18:13:43
July 02 2013 17:51 GMT
#6330
@Patch

I am uploading the patch now

Changes:

- Nerve Jammer does not mess with AI. (Hopefully it will be better!)
- Reavers and Archons can move between two Pylons now
- Arbiter dmg 12 instead of 20.
- Corsair damage 6 instead of 7. (It was intended to be 6)
- Reactor build time 40 sec instead of 25.
- Irradiate does not stack damage. So 4 Irradiated units near each other will not die faster.. (No other change to it atm.)
- Breed is now a starting spell for the Viper. Abduct requires research.
- Zealots acceleration fixed. (December sent me a solution!)
- Spider mines are now auto-attacked by the enemy. (Earlier they were ignored. This is not perfect yet, but hopefully a bit better.)


Shock is pimped.
Sentinel has a new starting spell.

I will not tell you how, cause if I do, no one will ever build it. Instead you must try it in game ^^

Some bug fixes.

I think this was everything.
Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 02 2013 18:14 GMT
#6331
On July 03 2013 01:08 Kabel wrote:

@Reaper


I will take it in small steps. Reactor build time increased from 25 to 40. (50 in SC2)
Won´t this be enough?
1-2 Reapers are not a problem. It´s when they are massable they become annoying. (Which is very easy now due to quick Reactors.)

Even though the line-attack-type would be fun, I can not implement it. It would look ridiculously if Reapers shoots the Hellion flame attack from their belly...


makes me think of the upgrade for banshees in wol campaign, maybe you could use that?
Working on Starbow!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-02 18:23:36
July 02 2013 18:16 GMT
#6332
How is that upgrade?

Ps. All maps are updated now.
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
July 02 2013 19:23 GMT
#6333
Unit test map "Starbow Tester" Updated!

@Blinkers
If they feel too strong, try decreasing the maximum distance which is currently 8
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
July 02 2013 19:35 GMT
#6334
On July 03 2013 03:16 Kabel wrote:
How is that upgrade?

Ps. All maps are updated now.

Hah. I remember that upgrade.

Banshee throwing bombs that skip like rocks on the water.
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-07-02 23:23:38
July 02 2013 23:16 GMT
#6335
@ Vulture

One of the reasons I fell in love with Starbow was the vulture. This was a unit where you could increase your defenders advantage by setting up mines in a strategical way and follow up by harassing. Unlike the hellion in sc2, the vulture could also put up a decent fight against stalkers and tanks as it wasn't so heavily specialised against light units as the hellion for instance. However, that feels completely changed now. Right now, they seem to just have one mission: Set up mines, and if you can, go into the oppoenents base and shift click workers.

The problem I have with this is that it leaves out a lot of unit vs unit interactions in favour of just suiciding them for harass purposes. I think it would be ideal if we could see some types of 10 vultures vs 4 stalkers interactions. While I don't wanna suggest to buff its damage vs non-light units, I would like to see mines being a new battle micro element. Right now, it doesn't feel like setting up mines during battles are efficient, however if the set up damage was reduced a bit, it would reward the opponent for either target firing the mines or simply pulling his units out of range.
I think this will create a much more interesting game, that revolves less on hard counters.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-07-03 05:10:54
July 03 2013 05:09 GMT
#6336
Is really setting up mines while battling stalkers not rewarding if protoss does not micro? I have a different experience. Or maybe this is a result of recent mine change?

But yeah, this should be in the game if it's not. Placing mines while battling stalkers is a great part of the game.
aka KanBan85. Working on Starbow.
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
July 03 2013 05:28 GMT
#6337
it is not rewarding, and also with mines i must say that just a-moving minefield works better than microing them, is it working as intended?
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 03 2013 06:57 GMT
#6338
@Vultures and Spider mines

I have not changed their stats in a long time. Neither Spider mines.
I only implemented a change yesterday that makes enemy units ALSO attack Spider mines when enemy units are nearby.
The solution is not optimal though. Maybe that has contributed?
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-07-03 08:12:02
July 03 2013 08:11 GMT
#6339
They were previously less priority than regular units.

This made target firing the mines down or simply retreating away from the mines important for stalker, and also made laying down mines next to stalkers a valid tactic.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-03 08:58:07
July 03 2013 08:37 GMT
#6340
@My beef with Spider mines

The Spider mine is a fun and nice units for many reasons. But there are also some negative things with it, at least in the current way it exists.

What I consider problematic:

1. The frustration!

New players sometimes tell me Spider mines are very annoying to play against. I feel the same way. I am generally a calm person, but when my army dies to Spider mines, I become frustrated and feel an urge to rage quit!!!1!!1!1

I think this frustration emerges in two ways from the Spider mine. These are the feelings I get when a Spider mine unburrows:
- A feeling of "your-ass-is-gonna-get-whipped" within two seconds.
- A feeling of no control.

Look at this picture:
[image loading]

My Hydras attack the Tanks.
The Spider mines unburrow.
Now I know my entire army will die in less then 2 seconds.
And I can not do anything about it.

"But hey Kabel, just bring detection to the combat and THEN attack!"

Yes, but this leads to the next problem:

2. Spider mines can be attacked.

Or rather, the ATTACK of the Spider mine can be attacked.
Imagine if the missile of Widow mines could be attacked.
Your army would not get hurt.

These are the two options I have tried in the past:

- IF Spider mines can be attacked when they move towards your army, it will promote deathball play! A clumped up blob of ranged units will not take damage from Spider mines, because the mines will be shot before they come close to your units!
However, a small group of units will not be able to kill the Spider mines in time, before they detonate.

- IF Spider mines can NOT be attacked when they move towards your army, it leads to the frustration above.
It also seems to mess with the AI of your units: If you attack into a mine field and you shoot at the Spider mines, as soon as an enemy Siege tank attacks your army, they will instead start to attack the Siege tank and just walk into the mine field. (Even if you have detection!)

Solutions:

I think this can be modified so it works better. I have a potential solution I would like to explain here. But I notice December is still awake, so I wanna show him the first part of this post so he can read it before he falls asleep! (He is the Spider mine master and can surely invent something good to fix this!)

Ps. Spider mines are suppose to be useful in many situations: both large and smaller combats. For example make Vultures cast them on Stalkers etc.


Edit:

Okok, maybe this can be a solution?

- Burrowed Spider mines have the same attack priority as normal units.
- Spider mines who are just planted must be target fired. (During the few seconds it takes to burrow.)
- Spider mines who unburrows must be target fired.

What would this do?


If you attack into an enemy Mine field + Tanks, your ranged units will attack the mines AND the enemy units, IF you have detection! (NOT ignore the mines!)

If you move close enough to the Mines, they will unburrow and kill your stuff. (Just as a Widow mine would kill your stuff if go too close to it.)

If Vultures plant Spider mines on top of enemy Stalkers, the Stalkers must target fire the mines or back away. Once the Mines are burrowed, and Protoss has detection, the Stalkers will auto-attack the mines.

If we want enemy units to be able to micro vs a low number of Spider mines even WITHOUT detection, then we can let Spider mines unburrow and stand still for 1-2 seconds. During this duration, the enemy player can target fire them. (NOT Auto-attack, since that would just make the mines useless.)


The easier and maybe more boring solution would be if Spider mines just blew up instantly as soon as a unit came close to it.

Creator of Starbow
Prev 1 315 316 317 318 319 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 201
Nina 124
StarCraft: Brood War
Calm 7673
Sea 3736
Hyuk 802
Jaedong 514
Larva 452
Zeus 249
BeSt 215
hero 123
Hm[arnc] 120
EffOrt 114
[ Show more ]
Killer 73
Sharp 70
Backho 62
ZerO 50
Shuttle 49
Hyun 48
sorry 43
Mind 37
NotJumperer 30
Noble 21
Soulkey 20
Shinee 20
Bale 13
ZergMaN 11
Terrorterran 6
Dota 2
XcaliburYe358
NeuroSwarm164
League of Legends
JimRising 553
C9.Mang0369
Counter-Strike
oskar100
Super Smash Bros
Mew2King69
Heroes of the Storm
Khaldor81
Other Games
singsing779
XaKoH 200
Sick112
Hui .105
ZerO(Twitch)4
Organizations
Other Games
gamesdonequick1119
StarCraft: Brood War
UltimateBattle 20
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 103
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1620
• Stunt512
Upcoming Events
RongYI Cup
1h 2m
SHIN vs Creator
Classic vs Percival
OSC
3h 2m
BSL 21
5h 2m
QiaoGege vs Sziky
Dewalt vs Bonyth
Mihu vs TBD
RongYI Cup
1d 1h
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
1d 2h
BSL 21
1d 5h
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Invitational
3 days
[ Show More ]
WardiTV Invitational
4 days
The PondCast
4 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
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.