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[A] Starbow - Page 456

Forum Index > SC2 Maps & Custom Games
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Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
October 30 2013 13:03 GMT
#9101
One of the main problems of the Scout atm seems to be that it is too good at shutting down drops. This was a problem I tried to adress a long time ago with the idea to make Scouts short ranged, but get a "lock on" ability that basically doubles their range when shooting a targetted unit.

Another issue seems to be the phase missile that really seems off on a unit like the Scout. Give it some other use thats more in like with what you would expect from an air unit like this.

In my opinion Scouts should have stats and abilities that reflect the ideas of:
Fight any air battle cost effectively.
Open for counter play to avoid the high damage output of Scouts with mobility or micro.
Use air supiriority to do ground damage.
Lose the ability to do safe ground damage if anti air units are there to punish it.

Following this profile there are a few ways to make Scouts fit the role.
I think the ground weapon should do a good bit of damage, but at the cost of having a long shoot animation and short range, to make Scouts more vulnerable when hitting ground targets. on the other hand the Air weapon should be fast and fluid to use, but have a chance to miss, or use the ability I described.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 30 2013 13:56 GMT
#9102
New patch today? Bug and micro stuff?

I tried abduct yesterday, it dont work to use on enemy. Atleast when i tried to use it vs vikings


We Play tonight?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-30 14:32:02
October 30 2013 14:29 GMT
#9103
Patch uploaded.

- Corsair + Scourge have new micro values December sent me.

- I added Corsair micro values to the Viking too.

- Nerve Jammer does not affect burrowed units.

- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.

- Abduct pulls target unit towards itself. If it is an enemy unit, it becomes incubated for 10 seconds. It can´t attack, move or receive any damage during that time. (I fixed so they work vs Vikings too. The graphic is not 100% complete.)

- The macro mechanics are now moved to the normal maps. (Which means there is no test map, since there is nothing else fundamental to test atm.)

- Random invisible bug fixes

Nothing happend to Sentinel or Scout. Viking might need more modifications later on.

And for those who still wonder, here are details for the macro mechanics:
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=455#9090
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 30 2013 16:33 GMT
#9104
Worthy of highlight:

http://www.twitch.tv/sc2_starbow/c/3165076
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 30 2013 20:22 GMT
#9105
- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.


I do not like this change, because requires few micro. I preferred the ability to before because the player could direct the fire on the target with units as dragon, stalker, corsair, scout.

Currently lift, looks alot like stasis field for only one unit.

Hider
Profile Blog Joined May 2010
Denmark9419 Posts
October 30 2013 20:29 GMT
#9106
On October 31 2013 05:22 JohnnyZerg wrote:
Show nested quote +
- Units lifted by Graviton beam are invulnerable vs other attacks. Instead an enemy unit takes 4 dmg per second if it is medium or armored, 8 dmg per second if it is light. Lasts 12 seconds.


I do not like this change, because requires few micro. I preferred the ability to before because the player could direct the fire on the target with units as dragon, stalker, corsair, scout.

Currently lift, looks alot like stasis field for only one unit.



Why would you target fire a graivton'ed unit? Since the unit can't attack during the time, it makes much more sense to target units that can actually deal damage to you. Thus, the role of graviton should IMO be to neutralize high DPS units during a battle. The opponent should be able to remicro against it by target firing the Corsair.

One problem with the current implementation is the low range of Graviton which means that you can only use it when opponent has very little AA. Thus, I suggested a range buff to make it usefull in more situations.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 30 2013 20:39 GMT
#9107
Anyone play?
Hider, play tvt?
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 30 2013 21:02 GMT
#9108
Unit test map "Starbow Tester 2.0" Updated!
Azelja
Profile Joined May 2011
Japan762 Posts
October 30 2013 22:03 GMT
#9109
Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 30 2013 23:34 GMT
#9110
On October 31 2013 07:03 Azelja wrote:
Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops.

Control click your zergling eggs
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
October 30 2013 23:38 GMT
#9111
Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly.
Azelja
Profile Joined May 2011
Japan762 Posts
October 30 2013 23:42 GMT
#9112
On October 31 2013 08:34 decemberscalm wrote:
Show nested quote +
On October 31 2013 07:03 Azelja wrote:
Xiphias: My Overlords were at these "odd" locations because I sent them along with Zerglings there from the eggs in order to prepare drops.

Control click your zergling eggs


You are misunderstanding me, I sent the Overlords AND Zerglings there to prepare drops... How do I drop Lings without Overlords o.o
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 30 2013 23:56 GMT
#9113
On October 31 2013 08:38 Hider wrote:
Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly.

Did you right click or A+leftclick?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 31 2013 00:29 GMT
#9114
I feel something is off with dropships/warpprisms. They move inside the dropship/prism even if u dont click on it.

Seems that the radius or something is larger than it appears.
Or something?

Another thing is units on the choke damage is very bugged. Seems to be across the board and not just the sad dragoon(he ttakes to much crap tbh)
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
Last Edited: 2013-10-31 01:42:22
October 31 2013 00:29 GMT
#9115
On October 31 2013 08:56 decemberscalm wrote:
Show nested quote +
On October 31 2013 08:38 Hider wrote:
Vulture target firing doesn't really work properly. You can target a unit once, but then next shot it fires randomly.

Did you right click or A+leftclick?



K, tested it in the unitester. It is really really buggy in some situations. Some times it works, some time it doesn't. Please look into it.

@ Banshee vs Goliath

This is quite broken as banshee's trade too evenly in terms of cost efficiency vs goliaths.. There is no way that can be balanced as banshee's are almost as easily massable as goliaths + they have a lot more mobility + a lot more micro friendly in small battles (pulling injured banshee's away is quite efficient as well).

Factories cost 200/100 to produce so its not easy for a meching player early game to get out a lot of Goliaths (this is different from how protss and zerg works). This simply means that Goliaths needs to be significantly cost effective vs Banshee's.

Problem is that banshee's are light so goliaths only deal 10 damage to them. We need to change that - Otherwise TvT will be about massing air units.

Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-10-31 17:38:26
October 31 2013 17:27 GMT
#9116
I think some attack cooldowns are wrong.

Devourer should have: 6,3 attack cooldown(?) Seems very high
Reaver: 3,78, he have over 4 now.

Every cooldown = 0,062~
But it is maybe wrong. And do not work like this when the cooldown is very high, 50+

Oh btw, i think the devourer passive ability dont work 100% correct.
Like it doesnt stack properly. And doesnt give +damage(?)

It must be that its wrong cuz he already do more damage than in bw through his autoattack. Besides, if he should have a 6,3 attackcooldown he do tons more damage here
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-10-31 20:38:02
October 31 2013 20:00 GMT
#9117
Goliath air should have 1.39(same as his ground speed)
Also +4 each weapon upgrade for his air attack
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 01 2013 18:21 GMT
#9118
Anyone wanna play tonight?
Bwaaaa
Profile Joined September 2011
Australia969 Posts
November 02 2013 10:22 GMT
#9119
I want to try this mod out. Where can I find a full explanation of what the changes are and what every unit/ability does?
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
November 02 2013 10:32 GMT
#9120
truthfully... your best option is to test it in game - tbh, it's basically just BW + some random stuff

there is this slightly outdated wiki: http://starbow.wikia.com/wiki/Starbow_Wiki
aka ChillyGonzalo / GnozL
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