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[A] Starbow - Page 363

Forum Index > SC2 Maps & Custom Games
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Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 21 2013 13:19 GMT
#7241
Well, from what ive heard its impossible to improve it much further than what dec have, alot to do with the sc2 engine(it seems to be really crap)

WIth a new economy
and the sc2 pathing incoming (just for testing) (Which hasnt been played with for very long time)
changes as to the lurker is pretty unnceccessary
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-08-21 15:01:22
August 21 2013 14:54 GMT
#7242
I've got a prototype system for spread formations.

Units when idle spread out a little bit at a time while they have no orders. When you give them orders again they stay in formation as long as they are in the magic box. This avoids the rear guard being slowed, gives you the option to forcibly clump your units (this was extremely hard to do in BW), but has the default formation of units be spread out.


It doesn't fix a host of other issues that the current system does though, but it is something quite interesting.



As for the old movement system we are using.
It is quite a predicament. The harder we hurt auto surround, the less smooth and responsive the pathing becomes. Last implementation it would slow down units to 70% speed, so auto surround really wasn't hurt much at all. It did make units suffer much less when trying to kite though. I think it is my current favorite of what we've played with so far but having any flaws at all makes me unhappy and unsatisfied.


I am thinking a better solution for auto surround is to do things like decrease movement speed, make units perform their attacks slower (like BW), decrease attack speeds. Things that would give you more time to micro individual units, make them more micro able. I'm not convinced the pathing system will give us satisfying basic micro like zealots vs hydras or even zealots vs other melee units.


@Zaphod
Waiting one second for the pathing system to kick in only delays the rear units being slowed down. It doesn't get rid of that flaw. It would somewhat alleviate it when you try to kite though! I think its worth a shot. Good thinking.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 21 2013 15:20 GMT
#7243
I am thinking about starting the process of making a new promo VOD for Starbow. I know the game is not "done" yet, but I want to be ready for when it is. I thought it might be fun to stream some of my plans tonight. Maybe you guys can share ideas and thoughts in the chat as I ramble on about mine. I'll make a new post once I get online. If you want a mail when I do then follow Starbow (me... ) on:

www.twitch.tv/SC2_Starbow

I should get online about 8:30 pm or so.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 21 2013 17:55 GMT
#7244
Online, see above post.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-21 18:36:12
August 21 2013 18:24 GMT
#7245
I uploaded the maps again anyway.

Everything is not fixed yet that I would like to fix. XiA will help me in a couple of days again when he has more time.

Atm we now have:
- 100% normal SC2 pathing (try how it feels)
- lot of bug fixes and improvements you will probably not notice ^^
- 10% speed & time reduction. (Not 15-25% like we had earlier due to a misstake by me)

The economy system is still the same. Null wards have not been properly reworked yet. The speed reduction system needs to be improved further. But instead of letting the maps be down for some additional days, I might as well upload them again so we can do some more play testing.

Anyone up for some games tonight?
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-21 18:29:37
August 21 2013 18:28 GMT
#7246
ye i come to play

anyone online??
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 21 2013 23:18 GMT
#7247
Good game played today with 10% slower game speed and normal Sc2 pathing: http://drop.sc/355051
Creator of Starbow
Azelja
Profile Joined May 2011
Japan762 Posts
August 21 2013 23:45 GMT
#7248
I just really wish people would put more emphasize on "what can I do given the current state of the game" and less on "how can I change the state of the game to make what I do work".
Maybe that's just me but wouldn't that be simply swell? Assuming that the rules will never be changed and working within a system is fun (as long as the system isn't overwhelmingly and inherently broken).
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-08-22 18:12:14
August 22 2013 18:07 GMT
#7249
On August 22 2013 08:45 Azelja wrote:
I just really wish people would put more emphasize on "what can I do given the current state of the game" and less on "how can I change the state of the game to make what I do work".
Maybe that's just me but wouldn't that be simply swell? Assuming that the rules will never be changed and working within a system is fun (as long as the system isn't overwhelmingly and inherently broken).


Maybe cus its not fun playing against hero-units like the reaver? It is currently broken because it was rebuffed at the same time as protoss early game and warp prism was buffed as well. At the moment it has no real role aside from a dominate most ground units in an absolutely ridiclous way which rewards 1-second micro (basically which was everything sbow shouldn't be about).

What do you think would have happened if blizzard had applied that logic back in WOL beta?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-22 18:26:38
August 22 2013 18:23 GMT
#7250
What is the problem with Reaver?

It already does different damage vs different targets and the cost has been incrased a lot. Heck, even the damage upgrade cost has been increased and BT increased. If it needs to be more easy to micro against, I can just reduce the scarab move speed.

Is it really that OP?
Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
August 22 2013 18:42 GMT
#7251
It is not OP, it's just not easy to play against, although the potential is there to abuse it.
a slower reaver and a slightly faster projectile for shock would be great.
There likely is a small imbalance though about the toss earlygame against zerg, on the other hand tanks have crazy dps unsieged so imo it doesn't affect much in tvp unless going full bio.
Working on Starbow!
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 22 2013 19:07 GMT
#7252
Also, shocking the warpprism should make it not able to pickup or drop(?)
A slower scarab move would also be in good place, while at the same time looking at the upgrade, it increases the radius atm. Maybe remove it completely?

Also, i agree it should move slower(the reaver), like 0.6 or maybe even 0.3(?)




Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-08-22 19:43:28
August 22 2013 19:34 GMT
#7253
On August 23 2013 03:23 Kabel wrote:
What is the problem with Reaver?

It already does different damage vs different targets and the cost has been incrased a lot. Heck, even the damage upgrade cost has been increased and BT increased. If it needs to be more easy to micro against, I can just reduce the scarab move speed.

Is it really that OP?


its a hero unit. it basically can't die if you just baby sit, and it can kill so much stuff so fast. it lets protoss dominate the game extremely fast (from 10 minute mark or so on) in all matchups.
It also it dominates immortals. imo it is really flawed. upgrade cost doesn't really matter that much.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 22 2013 19:41 GMT
#7254
I was talking to xiphias and when thinking about a way to make pvp better suggested a mini reaver instead.

Smaller supply, smaller cost, not op damage.

My thinking is that PvP is always blob vs blob as it was in BW because the best composition of Toss units and the best strategy for using them revolves around just using a big mobile strong force. There is no contrast between fast mobile forces that can maneuver and get map control. Everything in the Toss arsenal is just too fast (including warp prism reaver).

This makes it so you warp prism reavers for a little bit of added support, but getting the same amount of reaver firepower out on the map is way harder.
Then you've actually got a slow immobile but really powerful unit like the siege tank/lurker for actually holding territory.
You can still go 1 ball of stalker/immortal/reaver blob vs another, but the stalkers and immortals can move out on the map seperate of reavers and actually get stuff done by outmaneuvering.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
August 22 2013 19:45 GMT
#7255
On August 23 2013 04:34 Hider wrote:
Show nested quote +
On August 23 2013 03:23 Kabel wrote:
What is the problem with Reaver?

It already does different damage vs different targets and the cost has been incrased a lot. Heck, even the damage upgrade cost has been increased and BT increased. If it needs to be more easy to micro against, I can just reduce the scarab move speed.

Is it really that OP?


its a hero unit. it basically can't die if you just baby sit, and it can kill so much stuff so fast. also it dominates immortals. imo it is really flawed. upgrade cost doesn't really matter that much.


T:
mech doesn't have a problem with reavers
bio-player can:
-make a squad of vikings (they are still fast and once the warp prism is taken out then dealing with the reavers isn't hard)
-focus on pulling away targeted units
-use shock when P is distracted or in combination with taking down the warp prism
-use pre-emptive nerve jammers where the warp prism is going during battles
imo these are enough options given we originally didn't want bio to be viable all game long vs protoss as hots pvt is fucking shit.
Working on Starbow!
SolidSMD
Profile Joined April 2011
Belgium408 Posts
August 22 2013 19:49 GMT
#7256
On August 23 2013 04:41 decemberscalm wrote:
I was talking to xiphias and when thinking about a way to make pvp better suggested a mini reaver instead.

Smaller supply, smaller cost, not op damage.

My thinking is that PvP is always blob vs blob as it was in BW because the best composition of Toss units and the best strategy for using them revolves around just using a big mobile strong force. There is no contrast between fast mobile forces that can maneuver and get map control. Everything in the Toss arsenal is just too fast (including warp prism reaver).

This makes it so you warp prism reavers for a little bit of added support, but getting the same amount of reaver firepower out on the map is way harder.
Then you've actually got a slow immobile but really powerful unit like the siege tank/lurker for actually holding territory.
You can still go 1 ball of stalker/immortal/reaver blob vs another, but the stalkers and immortals can move out on the map seperate of reavers and actually get stuff done by outmaneuvering.


PvP is too unexplored to conclude that stalker/reaver is the only way to go imo.
Working on Starbow!
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 22 2013 20:29 GMT
#7257
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-22 21:18:42
August 22 2013 21:14 GMT
#7258
The problem is not if its OP or UP. Rather if the Reaver is so dominant in what it does, so it is the "ultimate" unit for P vs ground. No need for Immortals, Archons or HTs if the Reaver is superior vs everything. That is what I think we must be careful about - make every unit has its usage. If that is the case atm, then something must be done. I am not certain it is so ultimate atm, due to it having different dmg vs different targets. But maybe I am wrong.

And if I understand you correctly Hider, this is your concern.
Creator of Starbow
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 22 2013 21:16 GMT
#7259
--- Nuked ---
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-23 02:45:52
August 23 2013 01:32 GMT
#7260
Any thoughts about the attacksystem?
People didnt like the bw attacksystem? you said you tried it but people disliked it?


Not sure what you mean with the BW attack system.
That units shall stand still for 0.5 seconds before they attack?

I did try that on some units a while ago. I did not think it felt good.


#kabel
Why u felt it did not feel good?
In sc2bw, it feels great with the hydralisk and dragoon imo
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