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[A] Starbow - Page 345

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Kabel
Profile Joined September 2009
Sweden1746 Posts
July 28 2013 13:55 GMT
#6881
Yeah I think we will reach a good gamestate.
But we need moar games!
I just uploaded a bug error patch now!
I will be online in one hour on EU!
Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 28 2013 14:52 GMT
#6882
I think you all overlook one huge issue with bio.
Colossi scale exponentially better vs bio the more you get while reaver pretty much hardcounter bio once you have 1 reaver + warp prism. I do not get why you guys are playing heavy gateway style + immortal. This is the core reason why bio can't be viable after the 12 minute mark versus protoss unless you have an advantage and can neutralize the reavers, thus fighting only vs the normal gateway/immortal force. So if you want the gatewayforce to be able to fight the bio-army evenly, then bio can't be viable in starbow unless the bioplayer magically has a much better economy.
Besides, this way you're losing the identity of protoss, which is all about teching right, whether that is defensively or offensively. The desired dynamic would be that protoss has soft-counters to everything and hardcounters if they tech right (like stalker should be a softcounter to muta but if zerg commits to muta's you eventually need corsairs and this is where the strategy comes in, protoss should read the zerg correctly and scout techswitches in time, like getting reavers out in time if zerg switches to a hydra/lurkerpush).
Sentinel/scout should no more than softcounter bio, it should be able to deal with bio if you don't miss a beat (like you can't lose track of muta's with your stalkers in pvz as they can wreck a mineral line in seconds).

This stuff is what makes protoss different from the other races, as the other races don't have 3 different techpaths.
Protoss should have a relatively weak gateway army because they have strong techunits.

There was clearly a problem prepatch in pvt with mech vs P, as P usually could deal with the mech-army without tech-units. Either gateway units were too strong or terran didn't have the tools to follow the toss economy-wise, this has been fixed by making terrans harass stronger, but this imo not the right approach, because now toss has been forced to play very defensive while they should be the aggressor in this matchup, because they fear the lategame terran army and need to be ahead economywise to deal with it. The protoss should be the one getting shit done vs mech, this feels much more natural as mech is great at defending, this is interesting as good tosses will be able to trade decently if they perform a calculated attack with drops/distractions/great positioning/...
I think the main issue prepatch is that blink came too quickly and made it too easy to break a mech defense early. Making it require templar archives or something would probably help. Be aware that this wont magically fix pvt, but it will set it up very good if equal players fight each other, a passive toss will just lose versus a good mech terran and a terran that expands too slowly will also just lose vs toss even if toss didn't play aggressive, so there is still room for games to be boring if players are not equally skilled, but it will feel right and will be exciting if we have equal players.

The current stalker feels weird, as it is 'good' vs lings, this kills the whole earlygame of pvz as nexus -gate-gate/gate-gate-nexus just feels ridiculously strong (constant zealot-pressure into zealot/stalker) while normal openings like nexus - forge - gate or forge - nexus - gate feel way worse --> teching is not rewarded as toss in pvz, this is against their identity. If toss sees a lot of lings, he should get a warp prism with a reaver and not just mass zealot/stalker.
Same goes for stalker/marine, a stalker that 4shots a marine doesn't make room for bio to be viable earlygame, imo the prepatch stalker was better balanced and we do not need the immortal, we rather need good gateway + sentinel/arbiter play without imbalanced vultures (which you already covered).
Working on Starbow!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 28 2013 17:22 GMT
#6883
I will be doing some more Starbow streaming soon (ish) but I am in summer mode atm with many family trips and suchwhat. I am not leaving Starbow anytime soon Just FYI

After 5th of Aug I think things will be "better" (in terms of my involvement in this MOD) and sometime during Aug I should get better hardware as well so I can stream in higher resolution without lag.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-28 18:47:05
July 28 2013 18:41 GMT
#6884

After 5th of Aug I think things will be "better"


For your families sake, I am glad you put that in quotation marks.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
July 28 2013 21:15 GMT
#6885
Don't lie xiphias, we know you don't actually play video games.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-29 14:28:22
July 29 2013 10:34 GMT
#6886
@Regarding Bio in TvP

First of all, a quick comment to Hider regarding this.

@Hider

>>>+ Show Spoiler +
If I understand you correctly, in PvT, you want Gateway armies to be (slightly) stronger in a straight up fight vs Bio. But mech in position should > Gateway army. The only reason anyone should bother going Bio is to gain a mobility advantage in the early and midgame, and due to this advantage T can harass P a lot, and if properly done, Terran gains an economic advantage and can transistion into Mech.

You also claim that Protoss has little micro to do pre the 15-minute mark, compared to Bio, and thus the "correct" approach is to make Protoss rely on multitasking to defend vs Bio, since pure engagements will be boring and Protoss favored at lower level of play, Terran favored at higher level of play. If Bio can not get a mobility advantage that transistions into an economic advantage via harassment, there will be no point in going Bio.

I fear this approach is unrealistic, or will at least require larger changes to achieve.
A couple of problems:

- Dropships are way worse than Medivacs and has no special advantage with Bio anymore
- Why just not go Vultures and harass with them? (With or without Dropships) Easier to transistion into mech also.
- If Bio is dependant on Dropships to even "work" as a playstyle, then they either need to come into the game MUCH earlier, or Protoss must get proper defences up later. (You have suggested that Dropships cost 50/50, Starport 100/100.. or maybe even cheaper...) but again, why not just go Vultures + Tanks with Dropships instead?
- It will be very hard to make Bio as fast as they "should" need to be.
<<<

I will instead write what I think is a more realistic approach to Bio. (As Jay has talked about)

Back to basiscs:

There are three large things you can choose to do early in Starcraft:
- Tech
- Expand
- Build early production facilities and armies

Teching gives the player one kind of advantage.
Expanding gives the player another kind of advantage.
Building early armies gives the player a way to punish anyone who does one of the above things.

It is lame and predictable if early armies "always" beat early expansion or early tech. (Rock, scissor, paper)
Instead, the more early armies, the more likely is the attacker to deal damage vs his opponent.
And it here it comes down to micro from both players. The opponent can overcome this if:
- He scouts with his worker and reacts properly depending on what he sees/senses.
- Microes his units, even if they are fewer in numbers.

Arguably the most famous example is Tempest vs Light in BW. T goes for early aggression with many Barracks, P tries to fast expand/tech (probably). T "should" win this in pure build order. But due to Tempest´s amazing micro, he manages to even it out... (Of course, this is just a proxy example)



How has this been in Starbow?

- Zerg has always been able to apply early pressure vs any opponent. Tech, expand, or attack early.
- Protoss can also do the same things in any match-up.
- Terran can do it in TvZ. But in TvT and TvP, that has always been very hard. It is so easy to deny the early Marine pressure, and in the mid game, the Marines become obsolete. (In TvT, players always fast expanded/teched to Siege tanks or Banshees. Nothing to fear early at all. ATM, I have seen a couple of games where it is now possible to punish Terran with early Bio)

I think a better approach to Bio in TvT and TvP can be something like this:

+ Show Spoiler +
- It is Terrans way of dealing damage/apply pressure in the early game and early mid game. T´s way of taking the aggresive initiative in all match-ups. If P or T scouts a Terran doing this, they have to react. Early Marine (maybe Marauder) shall go even or maybe even be better vs early Gateway units, and especially vs early Factory units. (But there shall be room for micro to determine the outcome of these combats)

- To not make Bio completely obsolete in the midgame, the Tech lab should offer some strong upgrades that requires Factory. (For example Combat shields) In this way, a early Bio army who still survives into the midgame, can get some more potential. (And maybe be worth to build for a while longer, together with mech or air units)

- Early Bio must be a part of the meta-game. If it becomes more risky to fast expand and tech to Factory in TvT, early Bio units become more necessary for defence. (It is a risk to skip them.) In TvP, we kinda see this already, since Sentinels are a viable threat that hits the field before Vikings or Goliaths. So going early Marine production for defence, and then turn them into part of a push, should IMO be possible.

- If there shall be a difference between Bio and Mech drop play, then this can be it:
1) Vultures, for their cheap cost, are stronger at killing workers and planting Mines to blow up vs unit based-defence.
2) Bio are much better at destroying static defence and structures. (And ofc good vs workers too)

This will allow two broad "play styles" for Terran. (Hopefully spawn more variations)

1) Tech or fast expand into Mech, and in the mid game secure bases, do slow pushes, maybe Vulture Drops etc. Mech is best when a large number of Tanks + Vultures is aquired.
2) Taking the aggressive iniative with Bio and having a stronger map presence than Mech Terran, or Gateway Protoss.
T shall be able to deal damage, without the need of Dropship tech. When the enemy reaches the critical tech units, like Reaver, Siege tanks, maybe Charge, Blink etc, they gain the upper hand again.

If T succeds, he is ahead, and can either:
1) continue to go Bio and upgrade some good mid-game upgrades, but he will need to add in higher tech units, and maybe Dropships to keep the pressure up. (Since Tank + Reaver will stop any further frontal aggression) The positive thing is that Matrix + Tanks have good synergy. (One unique advantage with going Bio + mech)
2) Or he can transistion into full time mech and abandon Bio production. (If we want to encourage this, Salvage can be added to the Barrack)


Is the Marauder/Immortal needed for this?

+ Show Spoiler +
Arguably not. But I still think there are small advantages with having them in the game:

- If adjusted corerctly, they can help to open up more micro in the early game engagements, and more importance for unit compositions. (P scouts many Marauders are on the way, he Chrono boosts out 1-2 Immortals, which gives him a better chance of dealing with them, etc)

- Marauder, with its high damage burst attack, allows Bio to do hit-and-run attacks vs Tanks or Lurkers who are just siegein up. (Saw this in some games with Jay a few days ago. The opponent sieges down, gets into position, sieges up. Jay stimms and rushes forward, snipes some tanks, retreats.)

- Marauder has a good relationship vs Banelings. (Makes it harder to just Baneling A-move the whole Bio army)

- Marauder is a good choice to stop the early enemy Reaper. (Since Reapers atm counter Marines)

- PvP feels more interesting with the Immortal. (More room for build orders, counters, unit compositions etc)



Thoughts?
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9390 Posts
Last Edited: 2013-07-29 11:11:18
July 29 2013 10:48 GMT
#6887
Dropships are way worse than Medivacs and has no special advantage with Bio anymore


Disagree. Dropships are a gimmick/unlireable when you don't have mapcontrol. When you have mapcontrol you can threat a specific location with your entire army which requires great multitasking from your opponent to deal with. When you play defensive, any kind of dropships are simply there too do direct damage. There is no kind of postiional advantage you hope to gain from this (some kind of indirect effect where you force your opponent to split his units inccorectly).

I think this is a very important difference and it is basicalyl why dropships syngergizies much better with bio than with mech. Besides, mech also doesn't benefit from army trading which bio does.

As I see your bio suggestion, it should revolve around giving terrans early midgame timings to punish greedy protoss's. I see that as an all'insh playstyle for two reasons;
1) If protoss scouts its bio and reacts properly, he should be able to defend well (assuming its balanced). Since protoss has very few mechanical tools at this stage in the game to seperate him from lesser skilled players, protoss should always be able to defend efficiently if he chooses the right build.
2) There is no natural transition into mech if terran doesn't have a significant mobility advantage over protoss.Thus, you need to stay on heavy bio play which is quite ineffective as the game progresses (even if you mix in tanks).

To make this less all'insh and more dependant upon mechanics (rather than builds), two conditions must be met;

- Protoss should respond to bio with a combination of skill-based abilities (blink, scout, storm, reavers) in the early midgame. This will likely involve 2-base turtling with fast tech.
- Bio + tanks must be a stronger composition than it currrently is.

Tbh, I think that type of gameplay is less entertaining, but maybe that's just me. I really enjoy micro and multitask-related macrogames with lots of action rather than shorter build-order oriented playstyles.

But chances are also, that to get properly to this stage, more changes must be made. Im not sure getting this right is neccesarily much easier. I think we have a lot of strong tools to make my desired gamestyle viable as well (by changing infastructure costs). So basically it should come down to what you believe is most fun.

Regarding that tempest video: Maurauder at the moment destroy any type of protoss micro options. Maurauder has to go if you want to make the stalker more micro-rewarding.
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 29 2013 11:39 GMT
#6888
As I see your bio suggestion, it should revolve around giving terrans early midgame timings to punish greedy protoss's. I see that as an all'insh playstyle for two reasons;
1) If protoss scouts its bio and reacts properly, he should be able to defend well (assuming its balanced). Since protoss has very few mechanical tools at this stage in the game to seperate him from lesser skilled players, protoss should always be able to defend efficiently if he chooses the right build.
2) There is no natural transition into mech if terran doesn't have a significant mobility advantage over protoss.Thus, you need to stay on heavy bio play which is quite ineffective as the game progresses (even if you mix in tanks).

To make this less all'insh and more dependant upon mechanics (rather than builds), two conditions must be met;

- Protoss should respond to bio with a combination of skill-based abilities (blink, scout, storm, reavers) in the early midgame. This will likely involve 2-base turtling with fast tech.
- Bio + tanks must be a stronger composition than it currrently is.

Tbh, I think that type of gameplay is less entertaining, but maybe that's just me. I really enjoy micro and multitask-related macrogames with lots of action rather than shorter build-order oriented playstyles.


I just think we see this in a very different way.
Creator of Starbow
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-07-29 15:24:32
July 29 2013 15:08 GMT
#6889
(I know this is very amateurish done, both in terms of video making and presentation, but I just wanted to get that out here as I have been suggesting this in one variation or the other already)

Just two small modifications for the Starbow Marauder and Immortal to make them more microoriented.
What you see is for the most part the marauder with a slightly changed projectile:
It now targets the ground where the unit stands and if the unit is too far away from that point, it doesn't do damage. Basically the marauder does not hit a target if it is moving fast enough in a far away distance of the marauder.
The way I implemented the values right now, a stalker in 5range distance is fast enough to dodge it if done perfectly, while a (nospeed)zergling will always dodge it unless it is in close range to the marauder.

The second thing I implemented is a stasis shield for the immortal. The immortal can stasis itself to protect its life for some seconds (but also stops the immortal from dealing damage or doing anything else) and stops every form of targetfireing it.


I think there is the need for some small adjustment if either of this gets implemented
-immortal with slightly less HP/Shields e.g. 120/120 instead of the current 100/150
-marauder might need a small buff to make up for the fact that it doesn't hit (small) targets in (fast) motion and can be outmicroed, e.g. damage to 12/16/16 instead of 10/15/15

edit: the desired stasis shield should last longer than in the video, so that targetfireing the immortals still "take them out from this combat" and is still a desired way to micro against immortals. However, the immortals survive if the Protoss wins the combat. Something like 10second stasis shield + 20-30second cooldown could be the right values (in the video it's only 5seconds).
I think the perfect protoss micro would be to activate the stasis very shortly before the immortal dies - so that it fires the same amount of shots it would have fired if it had died instead.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-29 15:32:36
July 29 2013 15:30 GMT
#6890
@Jay

Nice job! I love when people upload small videos like this, or send me test maps. Makes it so much easier to understand the concepts.

I like the Immortal idea more of the two, especially since it is a manually activated shield. I fear the Marauder will lead to a lot of frustration where T kite, shoot, kite, shoot, and keeps missing. Unless it is possible to attack a specific point? (So good players can "aim" in front of the enemy units.)

Would it be possible to make the Marauder maybe like this?

It shoots at a target, and then the damage "penetrates" through for some more targets. (Kinda like a line attack)

[image loading]

It would encourage positioning in combat, splitting, and nice hit-and-run attacks from the Marauder. (Punish clumped up enemy blobs) It is important that the missile/attack makes sense in a visual way, so everyone can see whats happening.

To still make Stalkers able to fight vs them, maybe Marauders should have range 5, and Stalkers range 6. Still possible to do some kiting.


Creator of Starbow
Big J
Profile Joined March 2011
Austria16289 Posts
July 29 2013 16:09 GMT
#6891
On July 30 2013 00:30 Kabel wrote:
@Jay

Nice job! I love when people upload small videos like this, or send me test maps. Makes it so much easier to understand the concepts.

I like the Immortal idea more of the two, especially since it is a manually activated shield. I fear the Marauder will lead to a lot of frustration where T kite, shoot, kite, shoot, and keeps missing. Unless it is possible to attack a specific point? (So good players can "aim" in front of the enemy units.)

Would it be possible to make the Marauder maybe like this?

It shoots at a target, and then the damage "penetrates" through for some more targets. (Kinda like a line attack)

[image loading]

It would encourage positioning in combat, splitting, and nice hit-and-run attacks from the Marauder. (Punish clumped up enemy blobs) It is important that the missile/attack makes sense in a visual way, so everyone can see whats happening.

To still make Stalkers able to fight vs them, maybe Marauders should have range 5, and Stalkers range 6. Still possible to do some kiting.


Yeah that's true, that might be frustrating, as bio often wants to stay out of range of enemies as well. Hm, just tested it, might be too weak against stuff like zerglings.

My original idea was to give it some splash around the main impact (so that it still deals damage, but not all that much), but I fear that would be too powerful against smaller units. (same as penetration)

A different idea would be this:
[image loading]

Basically, the marauder damage could get tanked by another unit. though this might discourage targetfireing marauders and doesn't introduce too much micro - unless we make the marauder projectile very slow and zealots zerglings can really try to intercept shots in smaller engagements. (like <=10 speed, from now 20 and 30 in my video; maybe an acceleration projectile that starts with 5speed and goes to 20)

hm, maybe I'll come up with something different...
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 29 2013 16:46 GMT
#6892
I still see one huge problem in the design of the Marauder. I have said it before, but it does not have any weak points for the enemy to exploit.

Or to be specific: It does not have any natural weak points. Artificial weak point can be introduced as much as poeple can think them up, but every other unit in the game has one of these three natural weak points:
Immobility
Low range
Fragile

No unit in the game should be designed without having at least one of these weaknesses. If a unit relies on other artificial weaknesses, it leads to bad gameplay, since you need specific counter units to deal with them, instead of having a natural weakness to exploit.
Case in point: The Colossus. It has exeptional range, a fair bit of HP (although a big target), and even though its not exactly fast the cliff walking makes them really mobile. Instead it has the very artificial weakness of being a pseudo air unit with no anti air. This is horrible design as there is no other way to deal with them other than building anti air specialists (or overwhelming them). If you see Colossi, you build Vikings/Corruptors or die.
The Marauder as it is has the same problem, exept a bit less extreme. It has got multiple artificial weaknesses, but without a natural weakness its still a unit you either build a direct counter to, or overwhelm with a bigger force. There is no room for tactical counterplay, only build order counters.

I suggested giving them lower range as a weakness, Hider made the suggestion that they become more fragile. Either will work, but the implications on gameplay are quite different for these two suggestions. The third option is to make them more immobile, but then I fear they would be outshined by siege tanks in every aspect (If someone can make this work I am happy to be proven wrong).

The Immortal on the other hand seems on the way to being a great addition to the Protoss arsenal. I would no mind seeing stalkers get faster and mor fragile to push players more into using Immortals as the backbone of the army though. Let the Stalker specialize in picking weak and exposed targets, and let the Immortals do the front line fighting.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-07-29 17:22:39
July 29 2013 16:55 GMT
#6893
On July 30 2013 01:46 Zaphod Beeblebrox wrote:
I still see one huge problem in the design of the Marauder. I have said it before, but it does not have any weak points for the enemy to exploit.

Or to be specific: It does not have any natural weak points. Artificial weak point can be introduced as much as poeple can think them up, but every other unit in the game has one of these three natural weak points:
Immobility
Low range
Fragile

No unit in the game should be designed without having at least one of these weaknesses. If a unit relies on other artificial weaknesses, it leads to bad gameplay, since you need specific counter units to deal with them, instead of having a natural weakness to exploit.
Case in point: The Colossus. It has exeptional range, a fair bit of HP (although a big target), and even though its not exactly fast the cliff walking makes them really mobile. Instead it has the very artificial weakness of being a pseudo air unit with no anti air. This is horrible design as there is no other way to deal with them other than building anti air specialists (or overwhelming them). If you see Colossi, you build Vikings/Corruptors or die.
The Marauder as it is has the same problem, exept a bit less extreme. It has got multiple artificial weaknesses, but without a natural weakness its still a unit you either build a direct counter to, or overwhelm with a bigger force. There is no room for tactical counterplay, only build order counters.

I suggested giving them lower range as a weakness, Hider made the suggestion that they become more fragile. Either will work, but the implications on gameplay are quite different for these two suggestions. The third option is to make them more immobile, but then I fear they would be outshined by siege tanks in every aspect (If someone can make this work I am happy to be proven wrong).

The Immortal on the other hand seems on the way to being a great addition to the Protoss arsenal. I would no mind seeing stalkers get faster and mor fragile to push players more into using Immortals as the backbone of the army though. Let the Stalker specialize in picking weak and exposed targets, and let the Immortals do the front line fighting.


that's not really true, there are other units as well that play out similarily like speedhydras, or stalkers. Neither of them is really fragile or at least not more than the marauder.
Also the marauder is not really mobile without the medivac. It's mobility comes from being capable of beating mobile units in TvT and TvP, and therefore the marauder can be on the map against those units.

The marauders main weaknesses are: weak vs nonarmored units and no antiair. Also, it is not particularily strong against splash, just stronger than the marine (which is one of the weakest units against splash).
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 29 2013 17:33 GMT
#6894
Hydras are really fragile for their costs, and well the Stalkers were a big problem when they had both range, speed AND HP to fight.

The reason these natural weaknesses are important is because it gives something to exploit with tactics rather than units. Siege tanks, Lurkers, Defilers and Reavers are really bad when they are caught out of position. Hydras, Dragoons, Marines and Zerglings melt when faced with strong firepower. Zealots, Roaches, Banelings and Zerglings can be kited.
None of these weaknesses involve specific units or even types of units, they only describe how you kill these units most effectively. This means that a lot of other units can kill them somehow by exploiting these weaknesses, although some have a really hard time doing that. More specific weaknesses only opens up for a few counter units to kill them effectively.

These weaknesses also opens up for really good micro battles where one side tries to minimize the very real disadvantage of his own units while trying to exploit the ones of his opponents units.
Vultures vs Siege tanks are the classic example of this. When the tanks are in position and ready to fight the Vultures don't stand a chance with their pitifull hp and range, but when the Vultures can exploit their huge mobility and burst damage advantage, the tanks die in seconds. The same relation goes for vultures vs dragoons/Immortals, although they don't have as much range deficit and less mobility advantage.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Big J
Profile Joined March 2011
Austria16289 Posts
July 29 2013 18:33 GMT
#6895
Marauders melt to strong firepower, aka marines, zealots, siege tanks, zerglings, reavers.
To some extend even against banelings.
And they can't fight air.

The marauder costs nearly exactly 50% less than the stalker and has exactly 50% less hitpoints than the stalker. unstimmed.

Yes, it's not a unit that is superfragile, but it's not like it can just run through tankfire in Starbow. (even more as many of those artillery units do more damage in starbow than in SC2)
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
July 29 2013 21:13 GMT
#6896
@BigJ's video and the topic of projectile dodging+ Show Spoiler +

Projectiles missing their targets reminds me of Age of Empires/Mythology. Tons of cool stuff to go with that. For example, Camelry were one of the least cost effective units in the game if you simply 1a'd, but due to their high speed, if you had good micro they would be 99% immune to arrows.

Mechanically, arrow dodging functioned a bit different to your implementation, J. When arrows were launched, the game tracked what unit it was aimed at, and where the unit was. Then, as the projectile traveled it would aim for where the unit was when the arrow was launched but it also had a certain 'displacement' speed, which would allow the arrow to change its trajectory slightly. In starcraft numbers, the displacement speed was around 3 (+/- a random # between 0 and 1); most units couldn't dodge it, but units that could move faster than 3 had high dodge chances. The random # allowed arrows to sometimes miss on slow units and sometimes hit on faster units. No splash, so it can't hit anything other than the intended target. Anyways, this all sounds really complicated but the point is that this provided a micro-based counter-play, as opposed to one that depended solely on armor values and bonus damage.

i couldn't find too many videos about it, but you can see it a bit here: + Show Spoiler +

and here's AOE2 arrow dodging, which is a lot more straightforward: + Show Spoiler +

It's basically a predetermined temporal hitbox vs moving hurtbox, instead of BigJs predetermined circular and temporal hitbox vs moving hurtbox.

or in starcraft terms - it'd allow stuff like this to happen, but within large battles: + Show Spoiler +


This type of projectile would provide a 'natural weakness' that zaphod was talking about. Is it needed though? Is it "starcraft"? It'd be very much a unique exception that no other unit has. What I like about it, is that it encourages micro during fights (mostly for the opponent, tho); if they stand still, they'll take tons of damage, but if they move their units they can avoid it. It's a true tactical weakness. Marauder's counter wouldn't be light units; it'd be units with high movement speed. It's something very interesting to mess around with. However, the aoe damage would need to be removed, or else the marauder becomes a deathball unit.

Something very important - if marauder shots can be dodged by stalkers (especially with blink) - and stalkers are good against marines as well... we'd end up with the same problem of mass Stalker vs Terran Bio. Also, the entire idea is a giant marauder nerf, so we'd have to buff them in other ways, I propose buffing their range to 7.

Anyway, I've been thinking of making an Age of Mythology x Starcraft mod, but I'm still learning the editor, so if you could send me a PM about how you implemented that dodgeable shot BigJ, that'd be wonderful.


@Self-Stasis - cool idea, not sure if needed. Wouldn't mind if it gets added. Fits very well from a lore perspective.
aka ChillyGonzalo / GnozL
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 29 2013 23:36 GMT
#6897
When I say natural weakness I actually mean an intuitive way to kill the unit. Miss chance is a way to stay alive against the unit, but it is a clever weakness. I do doubt that miss chance can work in StarBow. Mostly because this mechanic is unintuitive to a non-siege unit in the space war setup.
The three things I listed have the common trait that they give a clear battle plan for how to take out a unit. If its fragile you concetrate firepower to overwhelm it (Marines vs Mutas, Templar/Reavers/Tanks versus Hydras). If its immobile you isolate stragglers and units out of position, and kill/cripple them before reinforcements can arrive (TvT nuff said). If it has low range you kite and try to kill before they can close the gap.

Any more natural weaknesses that I have overlooked?

(and don't say no air attack, that does not give any other plan than "use air" and is quite artificial)
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Cryofrost
Profile Joined September 2012
United States5 Posts
July 30 2013 02:19 GMT
#6898
I know I haven't done much in the Starbow community, but I'm thinking something up. With the marauder idea that Jay mentioned, Kabel had a point about how many issues it could cause in hit-and-run scenarios. I like the idea, but I have to agree with the issues. My solution: make it an optional skill.

My solution:
Give marauder an auto-attack that acts normally, but make it weak and not cost-efficient if you ONLY use the auto-attack, kind of like how ghosts are more for their utility than just sitting there like marines (so even though they may be stronger than marines, their cost efficiency is still lower). But then either add an activated ability which temporarily makes the marauder do a lot more damage (either current values or possibly slightly higher, depending on cooldown of this ability), but at the cost of turning the marauder's attacks into "dumb" projectiles. Alternately, you could make it a very low-cooldown ability (maybe no or very low energy cost, and 1-3 second cooldown) that is a linear skillshot, either targeted at the current position of enemy or you could make it ground-targeted (like fungal growth or psi-storm, but in a line shape coming from the marauder, as opposed to a circle). If you go with the auto-targeting, the damage should not be too high but maybe make it 1 second cooldown. If you make it ground-targetted, the cooldown could be a lot longer or give it a good energy cost (because they could be potentially very devastating AoE abilities if used properly).
Captain Cheeser on duty!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-07-30 08:57:34
July 30 2013 08:56 GMT
#6899
@Fishgle: Ty for your indepth comment. I took my original idea from the CnC Rocket Trooper which works basically like the AoE example.
What I like about it, is that it encourages micro during fights (mostly for the opponent, tho); if they stand still, they'll take tons of damage, but if they move their units they can avoid it. It's a true tactical weakness. Marauder's counter wouldn't be light units; it'd be units with high movement speed. It's something very interesting to mess around with. However, the aoe damage would need to be removed, or else the marauder becomes a deathball unit.

Something very important - if marauder shots can be dodged by stalkers (especially with blink) - and stalkers are good against marines as well... we'd end up with the same problem of mass Stalker vs Terran Bio. Also, the entire idea is a giant marauder nerf, so we'd have to buff them in other ways, I propose buffing their range to 7.


First of, right now it doesn't have AoE, it only hits the target it's originally shot at (at least it does so from my testings, see the projectile-making-of for details).
The question with this is how weak is the marauder to moving targets. Right now I configured it so that a stalker in ~5range from the marauder can dodge it. As the stalker only has 4range, that means that early on it will be at least very hard if not impossible to do both with the stalker, attack and dodge. With the range upgrades the marauder will fire at 6range (which means the projectile travels a tiny bit longer) and the stalker can attack from 6range as well. I believe the stalker would be able to dodge it always if controlled very well. The thing however is, that in larger battles staying at maximum range with everything is too hard, as it means the stalkers behind won't attack at all. Meanwhile the MMM mix usually wants to close in on stalkers anyways, once the zealots are down - and can do so via stim. Also for blink - blink counters every projectile already!

I think the way it is configured right now is (at least close to) good for stalker vs marauder and the marauder still counters the stalker. But not by as much if the stalkeruser is good.
Where it may be problematic is zerglings, charging zealots, reapers and vultures, as I think those can completely avoid any damage until they are close to melee range. In the case of zerglings, and zealots I think the problem isn't as big, because the marauder isn't as great against them anyways and those units are fast enough to close in anyways.
The bigger problem are probably reaper and vulture, because they may be able to counter the marauder completely (especially in the early game). The thing on the other hand is, that they only tickle marauders, and marines still do a ton of damage when MM gets mixed. Anyways, I think something like that could be worth testing, but it may need some small rebalancing of the marauder and in the end we might end up with a marauder that you can only micro against if you use vultures or a marauder that is too strong against static targets like tanks/lurkers to statistically balance of the miss chance on moving targets. (but those things are only speculations)

And here is how I made the shot (all I do with the editor is learning-by-doing, there might be better implementations for that).
+ Show Spoiler +
It's actually fairly easy:
There is usually a "Launch Missile" effect that gets triggered by a unit using its weapon. (like here the effect Marauder - Punisher Grenades (Launch Missile))
One of the options on that effect is to assign the impact location, which is usually set at "Target Unit". Now you just set it to "Target Point" instead, which means the point the targeted unit stands, when the projectile gets launched. (see screenshot, the uppest box)
[image loading]

Now the projectile will go to the target point location and attack the ground there, ergo don't do damage to units anymore at all, so you you have to do one more thing:
You ad splash damage by setting a search area. But you only let it hit a maximum of 2 targets in that area. (now don't ask me why 2targets, it didn't work with 1target; I guess that the target point is the first target, and therefore the unit isn't).
[image loading]
With my marauder, those stats are 360degree (so a circular "splash") with 2 targets at max in a radius of 0.2, no boni and a fraction of 1 (so 100% of the marauders damage).


@Cyro: that's interesting. Though I don't think the marauder should get another activated temporary buff ability on top of stim. But maybe an autocast that turns every 2nd or 3rd shot into a stronger dodgeable projectile could be interesting.
Cryofrost
Profile Joined September 2012
United States5 Posts
July 30 2013 17:06 GMT
#6900
Yeah, I guess autocast could be a possibility. Just as long as there's a way to turn it off . Or maybe make it a toggling ability so while it's active EVERY single auto-attack is the enhanced version. In that case though, maybe make it similar to the current marauder attack just with dodging potential, or slightly weaker. But in that case, the un-enhanced auto-attack should not be too weak, but it has to be sufficiently weaker than the enhanced attack to justify taking the risk of the opponent dodging the attack (but strong enough that there should be a reason to turn it on in certain scenarios). Maybe make the projectile slightly slower if we go for the toggle path, so the un-enhanced version doesn't need to be too strong, but it can still be useful versus certain targets (versus lings and vultures definitely, stalkers sometimes?). Maybe add the concussive-shells (slow) bonus only to normal attacks to encourage switching between the modes mid-fight (slow the opponent with normal attacks, then switch to the enhanced attacks for extra damage while they are slowed, then switch back after slow wears off).

But yeah, I thought that it would overlap a little too much with stimpacks too if it was an activated temporary buff. . .
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