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[A] Starbow - Page 458

Forum Index > SC2 Maps & Custom Games
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Hider
Profile Blog Joined May 2010
Denmark9448 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
Denmark9448 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
Denmark9448 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
Denmark9448 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
Denmark9448 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
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