• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:05
CET 06:05
KST 14:05
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket12Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread EVE Corporation Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games?
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
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2164 users

[A] Starbow - Page 346

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 344 345 346 347 348 537 Next
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-07-30 17:11:56
July 30 2013 17:10 GMT
#6901
hm, does anybody know a way to decelerate a projectile?
Because that could give the proposed marauder more stability against close combat units like zerglings when kiting, if we made the projectile really fast (right now I'm working with 25 speed; so let's say we put it to 40-50 more speed) and then deccelerate it down (to maybe something like 15-20speed at 5-6range).


[image loading]


Sadly, I only know how to accelerate it (by adjusting the mover) in the editor.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 30 2013 17:54 GMT
#6902
I'm sorry but I'm not a fan of such types of attacks, they seem interesting in low unit count battles but just become a mess in big battles, it's gonna be a hell to balance it and it will end up frustrating a lot of people i think.
Working on Starbow!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 30 2013 18:07 GMT
#6903
I agree. We should try to keep the game sweet and simple. Too many activation / autocast abilities will make the game unnecessary complicated.
aka KanBan85. Working on Starbow.
Big J
Profile Joined March 2011
Austria16289 Posts
July 30 2013 18:52 GMT
#6904
On July 31 2013 02:54 SolidSMD wrote:
I'm sorry but I'm not a fan of such types of attacks, they seem interesting in low unit count battles but just become a mess in big battles, it's gonna be a hell to balance it and it will end up frustrating a lot of people i think.


I think this is much easier to balance than any form of splash. In essence, in most battles of SC2 there is a clear roledistribution of which units always must close in and which must stay back. Like, even if a zealot outside of 3range to the marauder could dodge every attack, he'd never do damage and therefore the best way to attack the marauder would still be to straight up attack it.
Or many ranged units. Sure, you could always keep on moving them back and dodge attacks, but you'd lose so much firepower youself that you would just slow down the battle (you don't shoot, he misses his shot) in many cases.

I think there are a ton of RTS games around which use such attacks on basically each of their units and they are not a mess because of that or too hard to balance. But in small amounts, such stuff becomes really interesting.
And, especially as there are complaints about Terran being more microoriented than the other races - because of rangeadvantages, which means every Terran unit can/must kite the other units - it would be interesting to put a little bit of stuff on T units against which you can countermicro.

On July 31 2013 03:07 Xiphias wrote:
I agree. We should try to keep the game sweet and simple. Too many activation / autocast abilities will make the game unnecessary complicated.

Well, the marauder projectile as I tried it is not any form of activation or autocast. It's just the standard attack that can be dodged, similarily to how you can split against standard splash attacks, or outmicro line of splash attacks like lurkers, or mess with scarabs, or mess with melee units by minimizing surface area.

But basically, there is not difference between amoving a marauder against a stalker now or after such an attack has been implemented. But a good player may be capable of dodging the one or other attack against an amoved marauder, who can counteract that again by closing the distance.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 31 2013 03:51 GMT
#6905
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-31 16:32:26
July 31 2013 14:50 GMT
#6906
I think the large problem with Hydras is the lack of micro required to be efficient with them.
Zerg just A-moves with Hydras and they are strong vs almost everything. The opponent has to do "more" micro vs Hydras, than Zerg has to do with the Hydras themselfes. (I have gotten that impression at least.)

One way to add more "micro" to Hydras:

They currently have 0.83 second attack cooldown. (Faster than a Marine!)

I consider to increase their attack cooldown a bit. Maybe 1.05, 1.1 or 1.2 seconds. (Maybe give a slight dmg increase, so the DPS is still somewhat similar to now.)
This would make Hydras have longer "dead time" between shots, which makes them stronger when microed - move forward, shoot, back away, shoot, back away, shoot. If units shoot very fast, and still have decent HP, they might aswell just stand and shoot all the time, since the damage output is so frequent / constant.

Compare it to the slow attack of the Reaver - it is much more efficent when microed since every shot is of huge importance. (This is ofc an extreme example)
---

Update

I am currently working on some bug fixes, and looking for solutions to different gameplay problems. (For example the classic Marauder / Immortal issue) I compare and evaluate different ways to go. I aim to have the next patch up on saturday.


@Dragoon


What made Dragoons so fun to micro in BW?

I can not put my finger on it. But I loved to micro them in BW, back in the days..
Creator of Starbow
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 31 2013 16:04 GMT
#6907
That question is easy to answer Kabel.

Dragoons had a lot of little quirks that on their own did not do much, but combined made them really bad when unmicroed.
They had a slow attack point, slow attack speed, were slow to stop and fire, had the second largest model in the game and had a slow projectile.

This meant that Dragoons had a hard time getting into position to fire, and then had several layers of clumsy put on their attack. Each of these things sounds bad, but they were minimal so noone really noticed it. Together however they made the Dragoon super dumb and hard to control in large groups. On the other hand these things also allowed the Dragoon to have an insane damage output, since they could never ever use it all effectively.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 31 2013 16:30 GMT
#6908
Any why is it so boring to micro Immortals? T_T
Creator of Starbow
CapnAmerica
Profile Blog Joined November 2010
United States508 Posts
July 31 2013 17:46 GMT
#6909
Oh, wow, hydras are OP again?

(I haven't played any sc2/starbow in a while)
After all this time, I still haven't figured out the correlation between sexual orientation and beating an unprepared opponent. Are homosexuals the next koreans? Many players seem to think it's an unfair advantage. - pandaburn
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-31 18:11:43
July 31 2013 17:57 GMT
#6910
I have not changed Hydras in ages!

But I suspect they are, and have been for a long time, too strong - in the regard that they are massable and quite efficient versus everything! in PvZ and TvZ vs mech, it seems like Zerg can mass only Hydras and win from that point. (I do not say it is super easy.)

A small nerf in attack speed would probably make them fine, which also might open up the need for more other (support) units.
Creator of Starbow
Sumadin
Profile Joined August 2011
Denmark588 Posts
July 31 2013 18:40 GMT
#6911
Well as i have said before, the strength of a unit, in any stages past the very earliest game is very dependant on its power/supply ratio. In Starbow we halved the supplycost but i don't know how much it was nerfed to counteract this, if at all.

If we look at the hydras individual stats some of them are very high. Its Heath/supply is 80 which is as much as a Zealot. This is very high considering it is a T1 ranged unit with high dps.

This could be the source of the issue.
The basic key to beating a priest is playing a deck that is terrible.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
July 31 2013 19:19 GMT
#6912
Immortals have very smooth movement and attack. I was actually thinking that giving them a longer attack animation, and giving them overkill would be a very good step in the right direction. Add to that a small attack point delay, and possibly some kind of longer stopping time would make them more like Dragoons. To compensate they can get slightly better attacks and perhaps a small movement speed buff.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-07-31 20:06:59
July 31 2013 20:06 GMT
#6913
I think you should wait for the replay first.

While Laertes is definitely making some improvements in his play he isn't quite close to getting Diamond or Masters level soon, let him post the replay and then make analyze if its really a balance problem.

Hydras are historically great against early P gateway without tech. It has been that way since BW and even continued on into hots.

Their disadvantage is obviously their fragile nature and small size making them really vulnerable to splash.

Hence, if you see 2 base hydra play as toss you throw up a ton of cannons and tech straight to reaver or die.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-07-31 23:07:48
July 31 2013 20:15 GMT
#6914
On August 01 2013 01:30 Kabel wrote:
Any why is it so boring to micro Immortals? T_T

Immortals move like a fat marine in SC2.


edit:
Whipped this up in about ten minutes.
Every immortal was kung fu figggghtttteeeeng. Man they were as fast as, well... Dragoons actually.


Original immortal, totally not a dragoon.
(Keep in mind, didn't bother tweaking SBOW immo, just used default SC2 immo as I was limited on time).

Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-01 01:10:01
August 01 2013 01:05 GMT
#6915
@Immortal

I appreciate your suggestion and tests. I know many of you have different opinions regarding the Marauder and Immortal - some think it should not be in the game at all. I will not abandon the units yet. Rather will I try to find improvements, both in micro and in terms of their roles within the races. After some more efforts, if nothing ends up working, then I will consider to go "back to basics".

Anyway, I will try some of your suggestions for the Immortal. Tweak some values to make it more interesting to micro.
But I actually fear the damage point can be a punishing thing to change for the micro. It feels like I should not micro the unit at all, and just let it stand and shoot. Cause if it stand and shoot, it will always hit. If I move with it, attacks, moves, attacks, and does that too quickly, no attack is launched at all.

But I do love that attack missile! <3
Creator of Starbow
SmileZerg
Profile Joined March 2012
United States543 Posts
August 01 2013 02:57 GMT
#6916
I don't think we should continue to lump the Marauder and Immortal together in discussions of whether or not to keep them. I stand by the fact that the Immortal could be very good for the game with the right changes - the Marauder, probably never.

And yes that attack animation is freaking awesome. I *demand* we use that projectile Kabel. :D
"Show me your teeth."
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
August 01 2013 07:00 GMT
#6917
Attack points are very tricky yes, but when carefully tweaked they can be very potent in allowing units to be much stronger when microing. The trick is to use very small, but noticable delays, and combine them with other things instead of using bigger delays to stand on their own.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 01 2013 07:09 GMT
#6918
On my laptop. Attack point on goon means there is more skill in micro'ing them (timing when your cooldown is done like a vulture/muta for next volley). In addition to timing when your shots get released. There is visual feedback for timing that though, seeing the shot actually get fired.
It also adds a lot to the personality of the unit. Heavy walker robot that has to stand in place for a second to unleash its devastating shot to the enemy.
I'm quite against how every unit in SC2 handles identically.

More room to improve units via micro=harder to control. Same vein for why things like auto surround is nerfed in sbow, and vulture manuverability. I'm all for that, but of course we all know that can alienate what is probably the biggest group of players we could draw from, SC2 players.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
August 01 2013 07:36 GMT
#6919
Adding a small damage point delay to more units can also change the dynamics of spider mines for the better. With units being slower to react, mines get an indirect buff, allowing us to remove some of the strange mechanics with temporary invulnerability and benign targetting.
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
August 01 2013 16:55 GMT
#6920
One thing that I noticed is that Starbow overall requires less micro, planning, and action than BW or even SC2. The reason behind this for Brood War is obvious, only 12 units per group, 1 building per hotkey, etc etc etc. The reason SC2 requires more micro higher up (nowhere near Brood War, but higher than Starbow I think) is because of the splash. Most better players will split units up to avoid splash (examples: marine split vs banes, muta square versus thors, this crazy muta micro (I saw Jaedong do this versus Stephano's infestors too!), etc. With Starbow, splash seems a lot less potent. However, there are individual units which either greatly benefit a player when either heavily microed, or microed against. For examples:
• Reaver (with shuttle micro for those who use the reavers, splitting units against scarabs for opponents, THIS IS THE EPITOME OF A GOOD UNIT THAT REWARDS MICRO, both parties are rewarded by micro).
• Lurker (try to minimize damage by not walking in a line towards them, etc etc).
• Vulture (don't walk with massed up units to their mines, suicide lings sometimes and etc).
• I swear I had another unit in mind that didn't have splash but kind of forgot it.

The reason why I was hoping for the marauder changes with either some kind of auto-cast or something was to allow more micro potential. The proposed immortal changes also seem to work towards this direction. On the other hand, I don't think the hydra change will help much (perhaps reduce max health or something but give it an upgrade kind of like the burrow-roach one so we can have burrow-hydra micro???).

Even though I said that SC2 required more control and micro than Starbow overall, I still don't think it's a very good goal to aim for. The best players generally have a less consistent win/loss than the best BW players. In BW, the most talented player almost always won. In SC2, the skillcap seems to be a lot lower, so the very best (who have potential to go above the skillcap) are still on par with the almost-best. I'm hoping that Starbow will have a higher skillcap, akin to BW (did it even have a skillcap? In BW, there was no limit XD). What I'm saying basically is that in SC2, no matter how good you get, there's a point where improving doesn't really help your gameplay as much. In BW, this was either much, much higher or completely non-existent.

I think rewarding skill can make Starbow a better mod. I've seen a few steps undertaken already. The new Zerg larva system basically tells Zerg "No, you cannot suicide your army and then insta-macro up to a maxed up army with only 5 hatches, and you have to watch your larva better". The warpgate changes also seem to reflect this to some extent. My main concern is that skill isn't quite as rewarded in micro. I think if we make each unit more unique, we can make Starbow a better game.

On the other hand, I have one major fear. If we make certain units too reliant on certain types of micro, we may be seeing more and more builds where you only mass one unit, as micro-ing two completely different types of units may be hard for some individuals. To counteract this, we could make certain unit combos more synergistic. Make it so that the best players, who can afford to mass different types of units and still micro them effectively (See? Raising the skillcap), benefit from making stalker/immortal/reaver or something, as opposed to only making stalkers, immortals, or reavers by themselves. How we would do this though, I have no idea. I guess the medics synergize with marines and marauders, but that's a relatively simple synergy and it's one of the few examples in the game.
Captain Cheeser on duty!
Prev 1 344 345 346 347 348 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 246
StarCraft: Brood War
PianO 2099
Leta 256
ivOry 9
Dota 2
monkeys_forever395
NeuroSwarm95
canceldota68
League of Legends
JimRising 781
Other Games
summit1g14735
fl0m600
WinterStarcraft413
C9.Mang0353
ViBE164
Trikslyr65
kaitlyn33
trigger2
Organizations
Other Games
gamesdonequick1019
StarCraft: Brood War
UltimateBattle 97
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 100
• Light_VIP 26
• Adnapsc2 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1246
• Lourlo637
Upcoming Events
RSL Revival
2h 25m
Classic vs MaxPax
SHIN vs Reynor
herO vs Maru
WardiTV Korean Royale
6h 55m
SC Evo League
7h 25m
IPSL
11h 55m
Julia vs Artosis
JDConan vs DragOn
OSC
11h 55m
BSL 21
14h 55m
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
1d 2h
Wardi Open
1d 8h
IPSL
1d 14h
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1d 14h
StRyKeR vs Artosis
OyAji vs KameZerg
[ Show More ]
OSC
1d 17h
OSC
2 days
Monday Night Weeklies
2 days
OSC
2 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
4 days
The PondCast
5 days
Replay Cast
5 days
LAN Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.