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[A] Starbow - Page 332

Forum Index > SC2 Maps & Custom Games
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Izerman
Profile Joined May 2013
Sweden99 Posts
July 17 2013 19:08 GMT
#6621
On July 18 2013 00:03 lithyeld wrote:
Random thought (as an alternative to Marauder, or independently)

Have you ever considered giving marine a prone firing position (like in some old c&c) ? Ennemies then would have x% mis-chance while marine benefit from +y armor and +z range...

I think it could have an interesting dynamics because while a big ball of marines in prone position cannot dodge strom and other aoe and thus is pure cannonfoder, a nicely set-up arc at a strategic point is hard to clear.
It would be a way to allow bio to hold groud and boost its defensive utility, maybe ?


You mean to go back to broodwar terran mech but with bio units?
i think the most boring part of the gameplay is splash..

each race should have a major splash dealer and then its up to your other units to position and upgrades to take you to victory..

404AlphaSquad
Profile Joined October 2011
839 Posts
July 17 2013 20:16 GMT
#6622
I am not yet convinced of the marauder... . It is not needed in my opinion. It still feels like just a marine like unit and doesnt add anything to the gameplay. I am still convinced that giving lockdown instead of shock, or removing nerve jammers of vessels and give a tweaked version of it to ghosts, or similiar ideas are a better way of solving a problem than adding a bad designed 1 A unit from sc2. Otherwise it may solve some problems but its design wise a very poor choice.

I have an idea concerning the goliaths. They are quite exceptionnally strong. But instead of nerving there dmg, how about they only can attack either ground or air, by switching to the corresponding mode.
AA mode - they cant attack ground
AG mode - they cant attack air
I like this idea a lot because it gives terran a strategic choice wether, how many goliaths he wants to have in what mode + its a nerf to them since switching modes cost time. I know its kind of vikingish... but u dont see vikings at all other than tvt or tvp for denying drops. which brings me to my next point.
I dont like the current viking nor the banshee. I would like much more a wraith...
Concerning protoss, remove immos! give dragoon with same stats instead (jking, just thinking that they look much cooler :D )
aka Kalevi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 17 2013 20:41 GMT
#6623
Streaming!

www.twitch.tv/kanban85
aka KanBan85. Working on Starbow.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 17 2013 21:14 GMT
#6624
The thing about marauders is really that any unit has 3 defensive stats that matters - effective hp (armor and regen included), mobility and range. Marauders have exeptionally good stats in all 3 aspects of unit defence, meaning they have no natural counter. This also means that the Marauder is boring at best, giving no interesting interactions. To fix this problem it NEEDS to get nerfed in one of these aspects (and buffed in others to compensate), but what will we hit?

If we hit the HP, what really makes it different from the marine in any way other than being anti armored?
If we hit the mobility, how could they ever work with other bio units?
If we hit the range they would be a functional unit, but do they really offer anything terrans need then?

@Hider units can be both fun, functional and well balanced at the same time. Lurkers, Vultures, Tanks and even just the simple zergling are all units with great design and gameplay. Even the more "boring" standart units can be exiting if its just designed well (have stats that makes sense for its intended role while having some real power and weakness to it)


One of the best designed units in all starcraft is the hydralisk IMO. It is so standart anyone reading its stats would label it as a boring 1A unit immediately. But the hydralisk has a surprisingly rich gameplay and micro potential. This is because the stats makes sense. Its cheaper than your normal core army unit, so its a lot more fragile, and they tend to clump up because of their longish range, making them really vulnearable to splash damage and bursty attacks. To compensate for this weakness they are surprisingly mobile with a slim model that is easy to comtrol. It also help that they scale amazingly with upgrades and do immense damage with their fast but still strong attacks.

Its the best example of a completely standart unit that is given real strengths and weaknesses to fit its theme, and works incredebly well as a result (nerfing their speed to be glorified slugs were not needed ever Blizzard)

The same things apply to the marine, but to a more extreme degree, making it more suited for small skirmished than the hydralisk, but worse at large engagements.

The dragoon goes in the opposite direction with an expensive and tough core unit. But the dragoon still sorks because its other attributes reflect this design with clunkier movement and slower more beefy attacks.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-07-18 02:09:14
July 18 2013 00:22 GMT
#6625
Long again, so long, but when 3 pages worth of discussion suddenly appear, you can't blame me! I'll put bits in spoilers and change some long quotes to post links and try to categorise. I'm nice that way, so be nice about post length, as I can't help not being part of the "live discussion". ^__^"

Marauders, Immortals, VS each other, vs stalkers, all that jazz:
+ Show Spoiler +
The trouble with a lower range marauder is it just becomes like a roach with stim then, doesn't it, only better vs armoured and a fair bit worse vs other types?

On July 17 2013 17:11 J wrote:
Show nested quote +
On July 17 2013 11:25 Fuchsteufelswild wrote: Go to http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=329#6578, starting from "If anything, I think the immortals weren't good enough.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=330#6583
but mainly
I don't understand why you think Protoss gateway should be capable of beating a bio mix. Bio play is much more commited: [LIST]

Even more, 2marauders vs 1immortal is the typical 2*(1/2)>1*1 inequation that the whole starcraft design is built upon. 4zerglings beat 1zealot (=same cost)
5marines beat 1dragoon/1 SC2 stalker (=same cost)
2 BW hydralisks/roaches beat 1dragoon/1 SC2 stalker (=same cost)

I think there are good reasons why pure bio play must beat pure gateway play. Else bio won't even be used as support to mech or played on its own - it would be just straight up inferior to pure mech play.
Generally I don't think gateway only should be an option ever, outside of rushes. It's way too easily combineable with robotics tech, so the question should always be: "can gateway+robo deal with this?".


I didn't say anything about pure gateway beating pure bio.
I talked about cost efficiency.
If Immortals are meant to be good against Marauders, you CANNOT HAVE Marauders being more cost efficient against Immortals, let alone WITHOUT taking stim into account.
150/50 in marauders, without stim, should not beat the intended direct counter unit, the Immortal, which for the most part should be LESS cost efficient than the marauder, just not against other armoured ground units.

Marauder = somewhat specialised in anti-ground, more mobile with stim, really jacks up the DPS with stim
Immortal = really speciailsed in anti-ground, still not stritcly TERRIBLE vs ground but should always be cost inefficient versus things like marines, zerglings, zealots.

- Marines and marauders are/should both be good (cost-efficient) against Stalkers.
- Marines>Immortals
- Zealots>Marines & Marauders with no micro, but micro helps to balance it, at least for marines
- Higher DPS for Terran means generally better for harassment/drop play
- Reapers are/probably should be good against Zealots

Overall, my idea is Bio>pure gateway.
You made some big (+weird) assumptions about what I must be thinking when I expect Immortals to be cost-efficient against the one kind of thing they are meant to be good against and wrote a bunch that's not really related to my actual point, unfortunately. :p
Then there's this:
5marines beat 1dragoon/1 SC2 stalker (=same cost)
2 BW hydralisks/roaches beat 1dragoon/1 SC2 stalker (=same cost)

Neither of those are to do with any "2×(1/2)>1×1 rule that you claim exists (and maybe it does).
That is simply to do with some units being intended to be cost-efficient against others.
BW Hydralisks, in EQUAL COST are meant to be good against dragoons, but they cost less and are weaker as single units, so you obviously need more. Making more costs more resources, but because they are cost-efficient against dragoons, you need an overall smaller amount of resources worth of hydralisks to deal with the dragoons.
I don't think that 'rule' exists, I believe it would be more of a trend if anything.
It's more just
"x" amount of unit type #1 intended to be good vs unit type #2 > same resources in unit type #2.

And stim costs currently 20hp, just like in SC2. (unless it was changed in some sneaky little patch in the past few days)

http://starbow.wikia.com/wiki/Marauder says it is only 10hp, but maybe that just needs correcting.
I agree with Zaphod that if Marauders are in the game, 10 HP for stim is too cheap. It was always 20 HP in SC2 anyway. Maybe stim only boosted movement for Marauders once upon a time in Starbow?

On July 17 2013 14:31 Xiphias wrote:
Immortals are good vs lurkers without any hardened shield. They do 27 dmg vs armored and have 250 hp. (lurkers needs 10 shots to kill one immortal...)

Hmm, it's still about cost equivalent, I think, if lurkers always hit 2 immortals, which the slow movement speed of immortals helps with, but on the other hand, maybe the range difference between lurkers and immortals isn't enough to actually allow them to regularly hit more than 1.
I'm not sure if the low bonus vs armoured warrants the extra gas cost and -1 range.
As they are, would you prefer just 2 stalkers to 1 Immortal and 1 Zealot?
Side note: Warp Prisms are too fragile.


On July 17 2013 18:40 Hider wrote:
Despite your long post (as if I haven't also done this plenty, or as if that discredits your argument and statistics somehow) - Bio is still underpowered for two reasons;

1) Sentinels give completely map control for protoss vs bio in early midgame, and they syngergize very well with stalkers.

Really? I still need to watch two of the replays Kabel uploaded but Null Ward doesn't seem that strong to me.
The splash is partly mitigated by splitting but more-so by it just not seeming to hit much often.
Set up many and sure, but if you see the Sentinels in time, shouldn't you have medics? Matrix is REALLY good, isn't it? 150 life for 50 energy?
I can see it not working so well if it's much easier to have many Sentinels than enough medics to protect many marines (due to the cooldown of Matrix), I wouldn't have thought it was so much easier though.
If the sheer HP, range and substantial speed advantage of Sentinels over marines is too much, maybe reduce the range of Sentinels to 4, to ensure they can't kite marines? :S Keep in mind Sentinels use 3 supply though.
They can probably barely kite though in which case the HP might be what is too high (IF you're saying Sentinels are just too good against bio even despite Matrix).
If Matrix is actually researched by default (Wiki says it is), it could be made a technology at a tech lab (on barracks obv.) rather than armoury, if the latter idea delays it too much.

Regarding maurauder beating stalker 1on1 (but just barely), IMO that sounds about fine, cus maurauders is really kinda bad vs every other unit.
But in general, bio isn't supposed to be cost effective vs protoss gateway early midgame. Instead, it is suposed to have a mobility advantage and roughly the same amount of units out at the 10-13 min mark or a bit more. Below are the changes I would recommend to get the desired effect;

Stalkers are not a lot better than Marauders vs other units, except they can hit air units. That is one on one, NOT cost for cost.
That means cost for cost, Stalkers ARE much worse vs most units and that doesn't even take stim into account!
Stalkers should be similarly cost efficent before you count stim, or even less cost efficient, but they're so much more expensive, they really should beat a non-stimmed marauder 1 on 1 if marauders only cost 57% of the resourcesor 55% if you count gas as double value (kind of good rule in SC2, but I'm not sure about Starbow).
You can easily make marauders pretty good vs stalkers without needing them that strong (and making them have 4 range just feels like roaches to me personally).

5 range for marines from the start could work but hydralisks only have 4 and might not need to be THAT bad against marines.

- Increase cost of sentinels from 50/100 to 75/100 and possibly compensate it in another way. The current cost of Sentinels provide protoss with a too good gas dumb, which probably will make it so that bio always will have less stuff than the protoss player (since they don't have any early gas dumb).
Making it possible to turn off autocast when you place it in your opponents main will be a buff, and other ways of compensating it for higher mineral cost might not be needed.

No real gas dump yeah, and sound good. ;P

Marines dealing a bit less to light - seems so far from classic marines but I've often considered it might be appropriate, but I wonder if zealots and zerglings might actually be too strong vs marines then, personally.

@ Immortal - Don't think any changes are needed for balance reasons for this unit if the above changes are implemented. However, I belive we could make it work a bit better in terms of game dynamics and rewarding micro by;
1) Reduce starting movement speed from 2.5 to 2.25
2) Increase range from 5 to 6/6.5
3) Give it a late game upgrade which increases it movement speed from 2.25 to 2.75.

Gyaahh, if you make it too slow and long ranged it gets too much like a Warp Prism reliant Reaver and toss already have one of those.
I think Immortals are more intersting as something that walks into detected lurkers and blast them heavily, faring well so long as they don't take too much splash. 6 range I can agree with, but I think the micro for an Immortal should be different to that of a Reaver.
Given the name, at least, they shouldn't just be "kite and die", not that you were saying that, but I believe they should be able to take a beating and easily dish out a lot of damage too, but only to what they're meant to be particularly good against (armoured). The old Hardened Shield is sort of back in the form of a Sentinel's Safeguard.
If you make it slower, you could end up with defensive set-ups of
Safeguard + Warp Prism + Reaver or Immortal going up and down, using it like an elevator, which might be interesting, but I'm not sure it fits the role of the Immortal. *Shrug*

Overall, the more clean solution is to have immortal at gateway as the anti-armored unit. The stalker as the antilight, anti normal unit, and the zealot as the tank. Each unit have a very well defined role. With immo at robo, it will overlap a bit with the sentinel as the anti-marauder unit, and obv. it is dominated by the reaver late game.

Hmm, I see fast zealots as tanks and big damage dealers while stalkers grant more reliable damage output (range, kiting ability, harrassment potential with blink especially) and not "specialists" against non-armoured or armoured, but rather all-rounders like zealots, but for different utility. They synergise well with each other without Stalkers needing to be anti-light.
Currently, I feel like Stalkers might be a little too strong versus light and medium and I think 12 damage would be more appropriate than 14, especially suitable for ensuring they're not too good versus zerglings, marines and hydralisks, all of which are meant to be more cost efficient versus Stalker, but currently it looks like a critical mass of stalkers can really make (too?) good use of the 6 range and 14 damage.

But in TvP I see the fundamental problem as zealots being worse at tanking due to marines dealing full damage and stimmed bio being better at kiting, so protoss players are forced to go immo/stalker vs pure bio, and in those situations they are slightly cost ineffictive (even if matrix isn't used).

Now see this I don't get. I just showed that marauders should be cost efficient VS immortals (similar minerals, but a lot less gas) BEFORE even considering stim.
Without stim, Marauders vs Zealots are worse than Roaches vs Zealots but you're recommending immortals instead of zealots despite that, purely due to kiting, but immortals are too slow to really stop themselves being picked off and either
1 - have only 5 range anyway, like marines with upgrades (or your marines with your suggested 5 initial range)
2 - have more range but are slower, as per your suggestion, likely to slow them down vs the bio, wouldn't it?

If you have Sentinels, you can place Null Wards, which can keep marines at bay to prevent kiting. They can be minor discouragement to forces composed of less fragile units but stronger discouragement to terran committing to a big attack without tanks/matrix/other and to trying to kite zealots etc.

I just don't see why a bio terran couldn't just stim and a-move over a stalker immortal protoss unless
1 - stim lasts an even shorter period of time than it should
2 - terran actually has production issues where, with a good economic set-up, they somehow can't have made enough production facilities in time...but in that case maybe the/some protoss units might need to take longer.

On July 17 2013 21:32 Hider wrote:
It is weak against anti-armored units (immortal), vs non-armored units and in terms of scaling poorly (due to high supply cost, reavers and tanks). In terms of gameplay dynamic the maurauder has the potential to work very well in Starbow.

EDIT: And I also forgot it has no AA.

Don't worry - This unit has plenty of weakness's.

So untrue.
- Again, Immortals are inefficient VS marauders.
- High supply cost is only as much of an issue as it is to an SC2 roach, only they can stim and are currently designed to be excessively cost efficient vs stalkers, another 2 supply unit so...NOPE.

Want Marauders in the game to ensure some bio unit deals a lot to Stalkers?
- Marines already deal about the same damage to armoured per supply/cost as marauders anyway
Want Marauders in the game to ensure Zealots are good against some barracks units?
- Can apply the -1 damage nerf vs Light to Marines
Want Marauders in the game to tank more?
- Oh, hey! What's this Matrix spell?
Bio needs a gas sink/dump?
- Medics could cost 50/50 instead of 75/25.

Phew! The (Z)EffOrt!.

On July 18 2013 00:04 Hider wrote:
If there is another way to give terran "natural map control" in TvP without any unintended consequences for other matchups (while keeping bio as an inutivie playstyle without high learnings costs for new players) - then Yes, maurauder isn't needed.

But is there? And if that involves protoss getting more zealots, is that even desireable?

Well stimmed Marauders don't even need to aim in order to kite units, while zealots should probably be split a bit against bio so that you can potentially surrounded (with speedy zealots) and reapers can have that area of effect, Molotov Cocktail upgrade to deal a bit of splash vs light to encourage zealots, so I would say zealots and their weakenesses are much more attractive to them game than marauders.

On July 17 2013 23:32 Blizzard Entertainment wrote:
Clearly the immortal/maurauder is the easy solution to creating great gameplay and as I told you previously, we can't expect anyone to like these units

Ha...ha.....SC2 popular opinion is that they improved the game, hey? If you're going to make statements like that and want simple yes/no answers, I think most would agree that they didn't.


Banshees!:
+ Show Spoiler +
On July 17 2013 17:39 Kabel wrote:
I do enjoy the higher movement speed, since it seems to make room for more micro and hit-and-run attacks. But some players have reported the Banshee being broken/too good/too hard to deal with. So I consider to do this:

- Banshee dmg lowered to 2x9, 2x12 vs armored. (It currently has 2x10, 2x12 vs armored)
- Remove the Armored class and remove the 1 starting Armor
- Increase Cloak cooldown from 15 seconds to 30 seconds. (The cloak still lasts 15 seconds.)

This would make them 3-shot workers. The extra damage vs armored units is there to make them more useful vs Immortal, Lurkers, Siege tanks and other slow units. So it gains some more combat utility... (People said they sucked in combat.)

I added the Armored requirement a while ago to make certain units better vs it. (Like Stalkers.) But that might not be necessary anymore since some unit bonuses are now different. So I consider to just let it be "mechanical."

Yeah, for me Light or Medium (latter being your choice) make a lot more sense to me for the unit, 3 shots for all non-terran workers is better than 2 (SCV imba! XD), being good against Marauders, Immortals, Lurkers, Siege Tanks etc.

On July 17 2013 14:31 Xiphias wrote:
We all agreed that banshees should have more speed. We were debating if we should bring back the wraith, but ended up with a faster, lighter banshee. This one is much better once we sort out some of its OP. You seem to want the SC2 banshee back which is crap.

Oh puh-lease, the SC2 banshee has 140 hp instead of 120, I just requested that the armour be taken away from it and suggested increasing the cooldown!
It's just not so much of a nerf as you would probably like, because people weren't using it much when it had 4 range (which makes sense) and it didn't prove very useful.
It has less life, less range and I suggested considering a slower cooldown for the banshee (1.5), just no slower than 1.75 and I don't think we should try 1.75 *YET*.
For the banshee to be an interesting unit in the game, allowing it to fulfil a stealthy, worker and key strategic unit-sniping (siege tank, HT, Immortal, Lurker) bother of a thing would be ideal.
My concern about the speed in the case of the banshee was that even with detection, it may be too hard to catch. 2.75 isn't slow, 2.95 really isn't. You can leave the speed, but if it proves too much, 2.95 might be a more appropriate buff to its speed. Just my opinion.


On the topic of Warp Gate production:
+ Show Spoiler +
Is it possible to make it that you CAN warp in HT, but that there is a delay (30/45/60 seconds? Whatever seems appropriate) before they can cast Psionic Storm?
If you can make such a delay only apply to warped in HT, it stops people being limited to only being able to warp in DT if they want a front-line archon, while preventing HT with storm researched and 5 energy from being able to cast immediately after warping in.


Just getting back to general Sentinel/robo stuff:
+ Show Spoiler +
I'd personally much rather Sentinels remain at the Robotics Facility even if Immortal are there too. Maybe SG openings might end up more popular vs zerg and Robotics vs Terran, but that's not so bad, it'd just be a build trend, not a rule.

Removing the +4 vs armoured from Lurkers sounds fine to me, better than changing anything else about lurkers at least for now.
That said, taking Lurkers back to 150 life (they are at 160 currently) would mean that 2 Psi Storms on a lurker, one after the other (*Fingers Crossed* situation..) will kill the lurker, whereas right now, they'd most likely regenerate one, which is a bit harsh. Alternatively, Psi Storm could deal just over 80 damage.
EDIT: Wiki was just wrong it seems, I'll change it to 150 there.

WIKI: Safeguard radius not listed, I don't know what it is.


The whole "which is more all-roundish" discussion...
+ Show Spoiler +
Yeah, protoss gateway units are sort of like Red Mages (might not get the reference), by design they feel more all-rounded than bio except minus the strength they would need to work.
If there was a scale of strength from 1.0-10.0 for their different strengths, it's sort of like gateway units get middling numbers across the board, but the average turns out below the expected '5'. Just my analogy. :p


@lithyeld
+ Show Spoiler +
Hmm, I think people are generally against adding more miss chances and we do already have bunkers in the game for similar purposes, although they require more preparation, but maybe that's not a bad thing?
The Matrix spell should really help tanking power for bio anyway.


LOL at being able to blink into the main on Aldaris Betrayal.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
July 18 2013 02:55 GMT
#6626
I took some snaps with my computer camera thingamajig because they looked nice!
http://imgur.com/a/IDUwG#0
For some reason, they only uploaded smaller versions (is there a resolution limit to free users or something like that?). The original (saved) files are 1920×1080.
Flashy!
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-18 13:46:21
July 18 2013 08:48 GMT
#6627
I will upload a new small patch today, mainly with some crucial bug fixes.

Here are some of the other stuff I consider to do: (Some of it is just repeated)


Banshee
+ Show Spoiler +
I do enjoy the higher movement speed, since it seems to make room for more micro and hit-and-run attacks. But some players have reported the Banshee being broken/too good/too hard to deal with. So I consider to do this:

- Banshee dmg lowered to 2x9, 2x12 vs armored. (It currently has 2x10, 2x12 vs armored)
- Remove the Armored class and remove the 1 starting Armor
- Increase Cloak cooldown from 15 seconds to 30 seconds. (The cloak still lasts 15 seconds.)

This would make them 3-shot workers. The extra damage vs armored units is there to make them more useful vs Immortal, Lurkers, Siege tanks and other slow units. So it gains some more combat utility... (People said they sucked in combat earlier.)

I added the Armored requirement a while ago to make certain units better vs it. (Like Stalkers.) But that might not be necessary anymore since some unit bonuses are now different. So I consider to just let it be "mechanical."


Gateway/Warp gate
+ Show Spoiler +

I fix the priority between Gateway/Warp gate, so it is easier to control both kinds of buildings. Immortal and HT will remain only at the Gateway. I will probably change it in the future, and I am looking at some different options and suggestions from some of you.


Lurker
+ Show Spoiler +

I added +4 damage vs armored units, when Marauder/Immortal were introduced in the game a week ago. The reason was to make sure these units were not OP vs Lurker fields. But that does not seem to be the case at all. In fact, Lurkers look insane atm. So I consider to remove this bonus damage vs armored units.


Archon
+ Show Spoiler +
Remove so it is not Armored anymore. This would make them stronger mainly vs masses of Hydras.


Warp Prism + Reaver
+ Show Spoiler +


Give Warp Prism +20 shield.
Warp prisms seems to be made of paper. In a lot of combats, played by good players, the Warp prism and Reaver just dies.. Ofc it shall be fragile, and players must be careful, but isn´t the Warp Prism just too weak atm?
80 HP, 60 shield. (Same as in BW.)
But since ground units like Hydras, Marines etc are more clumped up, smarter, and the DPS is more concentrated in a small area, it seems to be way easier to snipe it now, compared to how it was in BW. It is not even exciting to watch the Warp Prism die anymore.. It is so common and happens to all players all the time..


Marauder
+ Show Spoiler +
Build time decreased by 3 seconds, because Bio does indeed seem unable to keep up in production vs Protoss. This is a heated unit which players have many opinions about, both regarding the design and the stats. I will keep it as it is for now, simply because I wanna see it more in game before I do anything more with it.


Sentinel
+ Show Spoiler +
Cost increased by 25 minerals.


Gas
+ Show Spoiler +
I increase the amount of gas in each geyser by 500. It looks like gas are depleted much quicker than minerals at each base. It is common to see players having a high mineral income rate in the late game, but low gas income rate.


Banelings
+ Show Spoiler +
They still look very strong vs Protoss, mainly because P can not know if Z will go for a Baneling bust or not. Without Force Field, it is hard to defend vs it.. Hmm...


Goliath
+ Show Spoiler +
People say they are very strong, especially in TvP. Has that changed now when Immortals are in the game? (Which should own Goliaths.) Or are they too strong in other match-ups too?

Edit: I reduced dmg from 13 to 12.


There are surely more stuff worth considering doing, borh large and small adjustements. But in this patch I will just do small tweaks. Anything more important that should be done?
Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 18 2013 10:05 GMT
#6628
I do think you should nerf the goliath's antiground attack, mech already has 2 anti-ground specialized units.
The goliath is a sick anti-air unit atm with a huge range and meanwhile it has sort of the same capabilities vs ground as the stalker has for the same cost. Imo you should be able to punish a terran that made too many goliaths with a big ground-army, but you can barely do that since they're pretty decent vs ground.
Working on Starbow!
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-18 10:49:50
July 18 2013 10:30 GMT
#6629
Tested immortal/stalker vs goliaths and zealot/immortal/stalker vs goliath + a couple of tanks. Seemed okay'ish too me. But obviously terran mech is really really strong atm if correctly postioned.

Also tested the whole speedlots vs spider mine in front of tanks to see whether you could efficiently drag spider mines into tanks. Didn't really feel very efficient, and I tested it both with and without vultures as buffers. With vultures as buffers you would need a ridicilously amount of zealots (which will never be efficient) to have anough stuff to drag mines into tanks. Without vultures a decent amount of zealots can drag maybe 1 mine into a tank. (tested like 6 tanks vs 9 speedlots).

This is probably a situation where a manual charge activation of perhaps 2 seconds just, would be pretty cool as it would reward protoss players for using it just at the right time to succesfully drag the spider mines into the tanks. At the moment it does seem that zealots aren't particularly good as a buffer unit vs mech as long as the mech'ing terran has a couple of vultures him self to buffer (which he almost always should have).

Overall I really like this matchup at the moment. Turret rings can be a pain in the ass (esp. with patrolling vikings), but there are lots of room for micro potentail as protoss, and the immortal and Sentinel has IMO increased the skill cap as great players will control stalkers differently from how they control immortals. Safeguard is IMO also a very nice designed ability which is kinda hard to use optimally, because if you get too close to your opponent, he could target fire it down.
With archons not being armored, I also expect that HT's will be a much stronger option vs mech.

If we also could find a way to reward zealot micro by punishing excessive spider mine usage (so there is a downside to mass spamming mines in front of your army), that would take the matchup to a new level.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-18 11:15:15
July 18 2013 11:13 GMT
#6630
@ Sentinel

Just been watching some replays, and nullsphre just misses too much, Given its current damage output, this shouldn't be that unreliable. I expect that even if your turn off autocast it will always miss as long as opponent moves his units.
I like that opponent can micro against it though and it does reward positioning (rather than mindless spamming), so I don't want (yet) to just make this an AOE, but I would like to see somewhat higher damage.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-18 11:55:43
July 18 2013 11:55 GMT
#6631
@Spider mines vs Zealots

+ Show Spoiler +
Spider mines have always been tricky to get to work good. Here is how they work atm:
- When Spider mines are burrowing, they have lower attack priority than Vultures.
When Spider mines are burrowed, they have the same attack priority as other units.
This does two things:
1) If Vultures plant Spider mines on top of the enemy units, they will attack the Vultures, unless ordered to focus fire the Spider mines. If the Vultures just plant the mines on top of the enemy units, and then run away, the enemy units will auto-attack the mines.
2) As long as a player has detection, his ranged units will attack burrowed Spider mines as likely as other enemy units nearby.

When a Spider mine unburrows, it is "stunned" for 2 seconds. Then it moves towards the enemy and detonates.
This two second duration allows players to focus fire the Spider mines. (Which is hard, but Fen did it in a game yesterday.)
When the Spider mine moves towards the enemy units, it can not be attacked.

I made it like this because IF Spider mines can be attacked when they move towards the enemy army, a huge ball of ranged units can actually become immune vs Spider mines WITHOUT detection! If you have 10 clumped up Hydras, and 2-3 Spider mines pop up, the SC2 units are so smart and fast so they kill the mines immediately.

Standard Spider mines, as Blizzard made them in the SC2 editor, just detonated as soon as an enemy unist walked on them. (No room for remicro, mine drags or anything.)

I have never reached a solution I am 100% satisfied with. I have always felt I must pick between two evils.
Any ideas for improvement?


@Sentinel
+ Show Spoiler +

I am currently reworking in it so it becomes an attack instead of an ability. This solves the weird bug that STILL happens sometimes - Null ward attacks in the wrong direction. If it is an attack, it seems more reliable and hits more often, since it fires straight towards the target.

The problem is that I can not make players manually micro the Null ward. I would prefer if P can take control of the Null Ward and manually launch it at target location. This is hard to make because the Null Ward has a 8 second setup time. During this time, the Null Ward has its attack disabled, and no orders can be given to it. As soon as the 8 seconds end, the Null Ward will immediately attack nearby enemy units, and there is no time for the Protoss player to give it orders.

Not sure how to solve this.. Hmm...

Btw, what sounds and feels best ? Null Ward or Null Sphere? I need to decide on a name >.<

Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-18 12:01:01
July 18 2013 11:58 GMT
#6632
On July 18 2013 20:55 Kabel wrote:
@Spider mines vs Zealots

+ Show Spoiler +
Spider mines have always been tricky to get to work good. Here is how they work atm:
- When Spider mines are burrowing, they have lower attack priority than Vultures.
When Spider mines are burrowed, they have the same attack priority as other units.
This does two things:
1) If Vultures plant Spider mines on top of the enemy units, they will attack the Vultures, unless ordered to focus fire the Spider mines. If the Vultures just plant the mines on top of the enemy units, and then run away, the enemy units will auto-attack the mines.
2) As long as a player has detection, his ranged units will attack burrowed Spider mines as likely as other enemy units nearby.

When a Spider mine unburrows, it is "stunned" for 2 seconds. Then it moves towards the enemy and detonates.
This two second duration allows players to focus fire the Spider mines. (Which is hard, but Fen did it in a game yesterday.)
When the Spider mine moves towards the enemy units, it can not be attacked.

I made it like this because IF Spider mines can be attacked when they move towards the enemy army, a huge ball of ranged units can actually become immune vs Spider mines WITHOUT detection! If you have 10 clumped up Hydras, and 2-3 Spider mines pop up, the SC2 units are so smart and fast so they kill the mines immediately.

Standard Spider mines, as Blizzard made them in the SC2 editor, just detonated as soon as an enemy unist walked on them. (No room for remicro, mine drags or anything.)

I have never reached a solution I am 100% satisfied with. I have always felt I must pick between two evils.
Any ideas for improvement?


@Sentinel
+ Show Spoiler +

I am currently reworking in it so it becomes an attack instead of an ability. This solves the weird bug that STILL happens sometimes - Null ward attacks in the wrong direction. If it is an attack, it seems more reliable and hits more often, since it fires straight towards the target.

The problem is that I can not make players manually micro the Null ward. I would prefer if P can take control of the Null Ward and manually launch it at target location. This is hard to make because the Null Ward has a 8 second setup time. During this time, the Null Ward has its attack disabled, and no orders can be given to it. As soon as the 8 seconds end, the Null Ward will immediately attack nearby enemy units, and there is no time for the Protoss player to give it orders.

Not sure how to solve this.. Hmm...

Btw, what sounds and feels best ? Null Ward or Null Sphere? I need to decide on a name >.<



null ward sounds best I think.
But regarding Spider mines - My point is that at the moment mass spamming mines all over the map is really really good, and seems to require more skill to play against than to execute (based on my experiences of playing all the races).
But if there was a clear downside in terms of mines being dragged into tanks, that would definitely even out stuff a bit.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-18 12:12:58
July 18 2013 12:10 GMT
#6633
Yea I agree, Spider mines rarely punishes Terran. (Which was one funny/interesting/dangerous aspect of them in BW.)

See below:

+ Show Spoiler +











Any ideas?

Creator of Starbow
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 18 2013 13:12 GMT
#6634
One of the problems with spider mines porting to SC2 engine is that most units have gotten much better attack points (delay before initial attack). Compare the extemely clumsy dragoon that took forever to fire a shot at a detected mine with the almost instant stalker fire (hydras could clear mines in BW because of their good attack point)

This fast attack point also gives some poorer interactions from units like zealots and zerglings. It could be fun to try how units interact with eachother if we introduce arbitrary attack point delays to see how they would become more clumsy and BWish. I'm not suggesting that we do this for all units to buff spider mines or for the sake of "BW had it", but it could be interesting to do for units that are supposed to be a bit more sluggish, or have a harder time fighting on the move.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Weerwolf
Profile Joined November 2010
75 Posts
July 18 2013 14:13 GMT
#6635
And if people A-move into each other, there would not be one outer line that fires while the rest of the units try to get around the firing line. Because of the delay, the fighting units will be moving closer together before firing, resulting in more units being able to fire at the start of a battle.
It would also make stalker micro vs marines way harder, you'd have to click individual marines for it to be effective, since the stalker would run a bit into the marines if a-moved.

I like it personally.
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 18 2013 14:18 GMT
#6636
Patch uploaded.

Details: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=332#6627
Creator of Starbow
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
Last Edited: 2013-07-18 14:53:59
July 18 2013 14:53 GMT
#6637
Kabel: Hey Kabel, I offer you spell from my MOD to solve problem with baneling busts vs protoss - its spell called cover. This spell, when casted on building, makes it invisible for certain amount of time. I have it on sentry as replacement of force field, but for you, you could put it in game as another Nexus ability or such.
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 18 2013 15:30 GMT
#6638
invisible? how does that help, a smart zerg will just blow up his own banelings near the wall and run through with his lings. I fail to see how this would be useful.
Working on Starbow!
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
July 18 2013 15:36 GMT
#6639
No way to be safe from my banebusts without FFs :D
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-18 15:38:11
July 18 2013 15:37 GMT
#6640
On July 19 2013 00:30 SolidSMD wrote:
invisible? how does that help, a smart zerg will just blow up his own banelings near the wall and run through with his lings. I fail to see how this would be useful.


They would deal less damage since its splash I guess.
Besides, it could also just be damage reduction instead of invisibility.

On July 19 2013 00:36 Fen1kz wrote:
No way to be safe from my banebusts without FFs :D


My biggest concern isn't actually 1 base/super early baneling bust. I just fear that any kind of heavy bling play before AOE comes out will break the game.
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