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#Build times.
Something feels off(?) Maybe my brain is retard
Zealot@BW 40 sec BT normal speed
Zealot@SC2Starbow=Faster speed=1.38 40/1.38 =28~
Another one: Worker@BW 20 sec BT normal speed
Worker@SC2SStarbow=faster speed=1.38 20/1.38=15~
Worker ingame@sc2starbow says 18seconds Should it not say 15~ ?
edit: zealot says 36 ingame, should it not say 28?
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Dirtybag, that is SC2 faster speed to real time. BW faster is 1.58 real time. SC2 is 1.38 real time.
I made zealot BT in bw 1000. I had to use BT for zealot in SC2 880 to get the closest I could to the BW BT of 1000. This means I convert everything by dividing BW BT by 1.136363636 repeating (I used 1.11 before so current patch BT's are close unless I based them off an incorrect BW on liquipedia). Or simply multiple BW build time by .88 giving the same result.
So zealot BT of 40 in BW = 35.2.
I'm reworking every BT again for accuracy, and then comparing each to BW.
@Fish The whole needing to be slightly longer than BW isn't an issue because every race has their own macro mechanic, but all macro mechanics are nerfed. Macro mechanics are indeed going to be one of the major balance issues, but as long as each one isn't particularly strong it shouldn't be a problem.
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i dont understand
why dont u divide by 1.38?
edit: when u write: BW faster 1.58
That is incorrect. The correct one is: BW fastest 1.58.
If u got confused
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Every time I say BW faster I do indeed mean fastest.
There is literally no reason for me to ever measure or convert anything from BW faster.
BW fastest (1.58)->sc2 faster (1.38) is 1.1449. Neither 1.58 nor 1.38 had enough precision to accurately measure the difference hence the 1000 BW->880 SC2 test.
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I have published a unit test map called "Starbow scout without ground attack".
I think scouts should not attack ground units, because this is the sentinel role. Scout, however, still has 2 roles, it makes as anticaster and counter armored air units... ..and If you are used corsairs in his support, tanks, reavers and lurker would be the favorite victim for scout.
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I will do some thinking and then write a post tomorrow as a reply to the last 2-3 pages of discussion. (who has mainly circulated around Stalker/Immortal/Scout/Sentinel)
Ps. Anyone knows how much damage Corsairs dealt in BW vs light, medium and armored air units? I only find their base damage value, but not their respective value vs each armor class.
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@Kabel Explosive. 5 to to large. 2.5 to mutas. Of course they could still solo mutas with their natural 1 armor and super fast attack rate.
Plus they were terrible vs larger air units because larger air units would have high armor (making the fast but low damage of the corsair awful).
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That is what we have now, and in the games played the day before yesterday, Mutalisks did not seem to die at all from Corsairs. Thought I had added the wrong values
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Is the attack speed correct?
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You have to keep in mind that corsair BW micro worked much differently.
Also, Mutalisks are probably one of the units that has benefited the most from unlimited selection (alongside zerglings).
Mutas were also bouncing for more than they did in BW and SC2 because we were using campaign dependencies. 9/5/3 instead of 9/3/1. I've already fixed this in the mod file. I think I'm almost done soon. Any more bugs anyone can remember? I've basically squashed my entire list of them.
*Our attack speed for corsair is slightly higher. It will kill a mutalisk maybe 3-4 seconds faster than BW.
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@Scout I feel his mana burn is overpowered
A few reasons: 1) Right now, if he sees scienvevessels he can cast the spells so easy. Not enough time to emp. And nothing enough to nuke the scouts down either, goliaths are good damage but their missiles is projectile. In pvz, protoss do wanna manaburn the vipers. Even more so than in bw most likely because of consume=more ensnares or abducts. So now i dont know the cost of the scout, but he still kinda costly and useless other than his manaburn in pvz.
2) Lategame when arbiters arrive with much energy, terran will have individial scienvessels for potential arbiter recalls. To emp the arbiter or zone him out, but here protoss can have a few scouts with him to neglect the sv, then freely move into destination and recall
@sentinel What if we made him a spellcaster with no autoattack. If we move him to robo, now terran can have flying to him from robo and stargate. He will have a hard time to react properly, even if he scout(?) Considdering moving mana burn to him? But with a redesign how it works?
Safeguard. What to do with this spell?Really?
Something to help against mutas Aid something against hydras Potential mana burn? Versus sv, vipers. Potential detection, which was suggested before? Some potential harass spell against workers? I feel u can do alot with the sentinel.
@I wanna mention some things in pvt Right now i feel there is not really a war, its more in the line of: "He have no AA i will abuse that". "He have no units,i can kill him".
Where are the pushes from terran? Where are the small micro battles? The agressive 8fac versus agressive 8gateway matches, that fights for mapcontrol, expansions. That pressures and harasses each others bases.
Vulture versus immortal is very hard for vulture compared to broodwar: 1) Immortal is bigger than dragoon, less space for vulture. 2) More health.
I rather fight a stalker than an immortal with vult.
@all in all I feel its a mess and the mess is increasing(i said this a few posts earlier).
EDIT: Dec: If u see this, the vulture. The control is a bitt to off. Sometimes when i move him around the weapon says "disabled".
When i attack a probe, i right click it. He attacks another probe instead. Sometimes when i move around in enemy territory he shoots while move auto.
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So how the vulture works.
It has two weapons. One normal, another that is like a pheonix and shoots automatically during move. The default one disables itself when moving. When the vulture is issued an attack command (a-move, click target, or patrol) the moving shot turret toggles on. This unfortunately means you cannot single out targets without stopping . I have no clue how I would go about fixing this, SC2BW's vulture also has this problem.
When the moving shot weapon shoots once it decelerates via behaviors.
If you issue a move command the moving shot weapon deactivates and also any deceleration applied via behaviors also gets removed.
It was an absolute pain and nightmare to get finally working. I think this is actually something like the fourth try at vulture micro and so far it has been the best one. If I think of a way to improve it I will.
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On September 07 2013 14:07 Foxxan wrote: Anyone wanna play? Aahahhahha, play starbow? Who on earth does that. (I'm uploading the the patch to Kabel right now).
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Changelog?
And can we get a stream going maybe? It's easier for me to watch that way than logging into EU and lagging everyone's business.
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On September 07 2013 14:24 SmileZerg wrote: Changelog?
And can we get a stream going maybe? It's easier for me to watch that way than logging into EU and lagging everyone's business. Ahahaha, its 1 am, I am not streaming. Too loud. Plus Kabel hasn't gotten my pm and uploading the patch yet.
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