• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:10
CET 23:10
KST 07:10
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)11Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Spontaneous hotkey change zerg Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
I would like to say something about StarCraft Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Awesome Games Done Quick 2026! Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread General RTS Discussion Thread
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2148 users

[A] Starbow - Page 458

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 456 457 458 459 460 537 Next
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
November 06 2013 20:27 GMT
#9141
Gossen did you do something with the Viking? I don't see anything about that in the post?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-11-06 20:33:59
November 06 2013 20:30 GMT
#9142
Sentinel spells:

- Null ward (Long explanation)
- Glare (basically enables the Sentinel to detect cloaked stuff for 15 seconds. Cooldown 30 sec, costs 25 energy)
- Time warp (Slows all ground units and structures time within target area by 75%) Requires Fleet beacon upg.

Keep in mind Protoss tech tree is complete now. So Observatory is required for Observer.
Sentinel gives "weak" early detection
Observers are better detectots but slightly higher up in the tech tree.

Time warp is basically another kind of Disruption web, but which might lead to some fun use.

Some of the non-BW units got modified slightly. I baked all that into this line:
"- Lots of small adjustements to things who were off/strange/wrong." ^^

Vikings for example deal 25% splash dmg instead of 50%. Turning slightly slower so it can not instant shoot Mutalisks and never get catched.

Banshees are Medium instead of Light and some small things like that where it was necessary.
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
November 06 2013 20:38 GMT
#9143
Looks pretty good. But can you explain why you changed the Sentinels spells? I kinda liked SG.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-11-07 00:42:25
November 06 2013 21:18 GMT
#9144
I looked at what Protoss had for spells in BW. Maelstrom and Disruption web are not present in Sbow.
The first one slows/stuns enemy units, the other makes an area bad to be in.

I combined this into Time warp (I have no imagination for names). You can use it to slow down enemy static defence, secure a ramp, play Corsair+Reaver+ Sentinel, combine it with Storm, use it vs clumped up Lurkers or Siege tanks etc. Or just slow down blobs of enemy units. (And friendly if you are not careful.) The spell is channeled though, so if the Sentinel dies the effect is canceled. Just some kind of combination of those two effects P could do in BW. Nothing too crazy or radical for the game.

Safeguard reduced all dmg above 10 to 10 in an area for 20 sec. Ofc that value could be modified. But it was basically a spell that felt kinda off. A-move and protect your army with it. Did not really fit IMO, and would probably end up being broken, especially vs mech.

Nullsphre slows (?)


25 energy, 30 sec cooldown, the Sentinel places a Null ward at target location. The Null ward is a flying unit but can only be placed above pathable ground, and there it stays immobile. It takes 10 seconds for it to be summoned. During this time it is visible and can be sniped. It has total 40 HP. After 10 sec, it cloaks. (But can still be attacked if revealed.)

When an enemy unit comes within range 4, it auto-launches a missile towards that unit. There is a beam that indicates which unit will be hit, and the missile has slow acceleration so the enemy player can split his units. Upon impact, the missile deals 15 dmg vs light, 25 vs medium and 35 dmg vs armored in an area around the target. It ignores shield! (3 Null wards kill a Dragoon.) No friendly fire.

It also slows the attack and movement speed by 50% for 8 seconds. The Null ward can only attack once, then it is destroyed. It is also possible to manually take control of the spell by turning of auto-cast. If so, the Null ward can shoot its effect up to range 9. But that requires manual clicking by the player. The Null ward auto-lasts up to 90 seconds and is
then self-destroyed.

All those values will surely need to be modified. From the few games we saw with it today, it seemed to be ok. The new improved microability led to some nice micro situations.
Creator of Starbow
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 06 2013 21:35 GMT
#9145
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
November 06 2013 21:51 GMT
#9146
Nullsphre slows (?)
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-11-07 00:45:07
November 07 2013 00:44 GMT
#9147
Thanks for the games tonight. It was really fun being back playing again with you all. Just need to get my gosu skills back again >.<
Creator of Starbow
Dauntless
Profile Joined May 2010
Norway548 Posts
November 07 2013 00:46 GMT
#9148
Did you get any answers after seeing some of the changes in play?
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Kabel
Profile Joined September 2009
Sweden1746 Posts
November 07 2013 00:59 GMT
#9149
Did you get any answers after seeing some of the changes in play?


How do you mean?
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
November 07 2013 01:21 GMT
#9150
Just need to get my gosu skills back again >.<


Yeh me too. ^^
Dauntless
Profile Joined May 2010
Norway548 Posts
November 07 2013 08:15 GMT
#9151
On November 07 2013 09:59 Kabel wrote:
Show nested quote +
Did you get any answers after seeing some of the changes in play?


How do you mean?

Well, I guess you were wondering how the changes would play out. Did they work as intended, or do they still need tweaking? Etc etc =) I like to see how you think..
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-11-07 09:21:54
November 07 2013 09:14 GMT
#9152
My concerns from yesterday:
Speed banelings run in 2.8 movementspeed.
Stimmarines run in 3.37 movementspeed, its tricky to know for sure if this is dangerous. We have to considder zerg can block terrans way with plenty of zerglings, or just zone one road out while banelings amove into them.

A potential problem ofcourse, the other issue is the medics, they run in 2.25 speed. A-moved banelings will for sure kill them against marines/medics.

Now, this game in particular i played i didnt play optimal at all. Another terran can decide to go for siegetanks or whatnot.
But the thing with banelings is you cant react properly against this unit, cuz zerg can choose at all time to morhp them or not.
It doesnt get weird for him or anything since he usually go armor and +1 melee anyway.

The other issue is the ecoboosters, the buildtime feels quite high here. If u wanna see 1base play with ecoboosters, i feel it is to high buildtime for this "for optimal play".
Cant tell for sure ofcourse.

Would like to see some changes to the Testmap coming up in a few days, atleast for the medic vs baneling.
Like an speedboost for them or something, quite an easy fix here!



Cast time

It felt kinda broken with casttimes overall. And not very fun either. Imagine your Sv is gonna irradiate a lurker, but he runs a very high risk of dieing in the process.

I understand the more reactionary feeling here, but this way dont cut it.
For the arbiter, have you tried to make it more like bw? Atleast the statis, to cast it. He needs to stand still. So if he moves around, presses statis he needs to stop before he casts, and the stoptime is around 2irl seconds.

This way, the SV can react. Or goliaths can have time to sometimes shoot it before he uses the spell.

For the viper, remember the method dec used? That is more reactionary method.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 07 2013 14:44 GMT
#9153
--- Nuked ---
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 07 2013 16:00 GMT
#9154
sure, send to my e-mail, I might have time to cast them tomorrow
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-11-07 16:29:04
November 07 2013 16:27 GMT
#9155
Would like to see some changes to the Testmap coming up in a few days, atleast for the medic vs baneling.
Like an speedboost for them or something, quite an easy fix here!


Yeap, I have plans to add some kind of simple speed ability on the Medic in the test map.

It felt kinda broken with casttimes overall. And not very fun either. Imagine your Sv is gonna irradiate a lurker, but he runs a very high risk of dieing in the process.

I understand the more reactionary feeling here, but this way dont cut it.


I think the cast time fits on some spells, especially those without projectile who are instant. For example:
- Recall
- Maybe Stasis
- Maybe Storm (Didn´t try it yesterday in a real game)
- Plague
- Maybe Dark Swarm

Ensnare + Abduct already have quite slow missiles which already gives room for enemy remicro. There is an element of not always hitting. Irradiate kinda has that too - there is time to seperate units.

For the arbiter, have you tried to make it more like bw? Atleast the statis, to cast it. He needs to stand still. So if he moves around, presses statis he needs to stop before he casts, and the stoptime is around 2irl seconds.

This way, the SV can react. Or goliaths can have time to sometimes shoot it before he uses the spell.


That is the purpose of this cast time. I can not make it exactly as in BW, but this aims to achieve a similar thing.

But of course it must feel good to micro it too.

For the viper, remember the method dec used? That is more reactionary method.


Yes. The idea was when the Ensnare missile hits the ground, a cloud of slime is spawned there that lasts 3 seconds.
- If enemy units move out of it after 1 second, they get the weakest slow buff. (Maybe 30% slow)
- If they move out after 2 seconds, they get the 40% slow buff.
- If they move out after 3 seconds, they get the 50% slow buff.
The buff stays on the unit up to 12 seconds.

If a player reacts fast, he will get a weaker buff on his units. The problem is the graphical part. It just looks kinda odd, especially since the slime cloud is spawned on the ground and slows units in the air too. But if I manage to find a solution to it, I might use it.



Anyone up for playing tonight too? I will be online in ca 2.5 hours at least.
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 07 2013 18:40 GMT
#9156
Yeah, iam on
Hider
Profile Blog Joined May 2010
Denmark9419 Posts
November 07 2013 19:07 GMT
#9157
I think the cast time fits on some spells, especially those without projectile who are instant. For example:
- Recall
- Maybe Stasis
- Maybe Storm (Didn´t try it yesterday in a real game)
- Plague
- Maybe Dark Swarm


The important thing with abilities is that they add uncertainity and micro to the battle. Generally the best way of accomplishing this is to make it possible to remicro against the ability after it has been casted. If it also adds gradients of succes rather than just hit or miss, then its IMO optimal. For instance look at storm: Someone that reacts really fast will take maybe 10 damage from it. A mediore player will take 30 damage. And a bad player will take the full 80 damage.
Further, it is easy for the observer/spectators to notice when a good player is playing against storm and when a bad player is playing against it. This IMO maks Storm a fantastic ability as it always provides super interesting micro battles.

How does standing-still before casting ability provide any type of micro? It does indeed create a bit of uncertainty, but its a highly inferior way relative to the "reactionary + gradients of succes"-approach we see with Storm.
Azelja
Profile Joined May 2011
Japan762 Posts
November 07 2013 19:28 GMT
#9158
On November 07 2013 23:44 Laertes wrote:
Xiphias, I would love it if you could makes VODs of some replays I have currently in my collection from last night. I'll send them to you around 6:00 tonight EST(You'll be in bed) and you can work on them tomorrow if you want. These vods include the very first TvT and a TvZ where fantasy loses!


When do I ever not lose? LOL :D
Izerman
Profile Joined May 2013
Sweden99 Posts
November 07 2013 19:36 GMT
#9159
like...
never?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-11-07 20:20:24
November 07 2013 19:39 GMT
#9160
How does standing-still before casting ability provide any type of micro? It does indeed create a bit of uncertainty, but its a highly inferior way relative to the "reactionary + gradients of succes"-approach we see with Storm.


Yes, storm is a good spell in regards of micro. But all spells don´t function like it. Standing still before cast is only relevant if that amount of time is long enough for a human reaction, and provides some kind of visible indicator, so the enemey player can see that something will happen, and can thus react to it. (Move his units, kill the spellcaster etc) One example would be Recall - if it takes 3-5 seconds for it to be cast, the enemy Terran player has the chance to focus it down, or reposition his army in a relevant way, compared to if it was an instant effect.

Some relevant methods for remicro:
- Spell launch missile from caster to a specific point. The missile speed determines the time the enemy player has to react.
(Ensnare)

- Spell missile aimed at specific unit. The missile speed determines the time the enemy has to split his units to reduce the damage, or cast a spell of its own. (For example when Phase missile, Shock or Abduct is about to happen.)

- Spell effect happens over time. The longer time it lasts, the stronger is the damage/effect. Position determines the effect of the strength. (Seperate Irradiate, move away from Psi Stom)

- Visual cast delay (Recall)

- Spell happens immediately at location A during X seconds. Move away from it to avoid it. (Dark Swarm)

- Spell that lasts X seconds and is interrupted when the caster is killed. (Neural parasite, Graviton beam)

Maybe there are more ways.
Creator of Starbow
Prev 1 456 457 458 459 460 537 Next
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
Non-Korean Championship
ZZZero.O275
LiquipediaDiscussion
IPSL
20:00
Ro4 Set 2
DragOn vs Sziky
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 244
JuggernautJason137
Nathanias 126
StarCraft: Brood War
ZZZero.O 275
Dota 2
420jenkins365
LuMiX1
Counter-Strike
fl0m7957
summit1g64
Heroes of the Storm
Liquid`Hasu550
Other Games
FrodaN7419
Grubby4175
Liquid`RaSZi2846
tarik_tv2040
B2W.Neo921
mouzStarbuck317
ToD175
KnowMe173
ArmadaUGS126
Organizations
Other Games
gamesdonequick5798
EGCTV1180
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• HeavenSC 45
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• RayReign 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Noizen44
League of Legends
• Nemesis4698
• Doublelift3682
Other Games
• imaqtpie2067
• Shiphtur296
Upcoming Events
Replay Cast
10h 50m
Wardi Open
15h 50m
Monday Night Weeklies
18h 50m
WardiTV Invitational
1d 13h
WardiTV Invitational
2 days
The PondCast
3 days
OSC
3 days
OSC
4 days
All Star Teams
5 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
5 days
[ Show More ]
All Star Teams
6 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
6 days
OSC
6 days
Liquipedia Results

Completed

Proleague 2026-01-10
Big Gabe Cup #3
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
Proleague 2026-01-11
OSC Championship Season 13
Underdog Cup #3
NA Kuram Kup
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2026 TLnet. All Rights Reserved.