[A] Starbow - Page 487
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SolidSMD
Belgium408 Posts
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Foxxan
Sweden3427 Posts
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Kabel
Sweden1746 Posts
+ Show Spoiler + I added it today. Took 30 minutes to fix it for Marine, Firebat, Zealot, DT, Archon, Zerglings and Ultralisk. They now have a delay of 0.1 seconds. They attack, the damage is dealt after 0.1 seconds. @Stuff that takes time to make in the editor + Show Spoiler + Good ideas shall not be limited because they are too hard to make in the editor or takes too much time for me. If a great idea is born, and it seems to be a huge improvement to the game, I will ofc try to build it. But nowadays I am not able to spend much time neither online on B.net or in the editor. (I am not home often.) So I prefer to implement stuff into the game that are kinda easy to make. (To avoid myself from stressing too much ) My priority atm are: - Ghost - Robo unit - Protoss air - Detailed balance (aka stat adjustments) to stuff like Stalker, Reaver, basic units, structures, meta-game tech tree etc, Spells like Ensnare, Nerve Jammer, Abduct, Plague etc can surely become more fun and interesting. But I prefer to not focus on it right now, since all those things are already ok. I want to wrap up Starbow and finish the unfinished stuff so we can go public with it. (FINALLY...) If we call it "Starbow Beta" we can make some additional patches during the spring to fix things we find out to be lame, boring, broken or imbalanced. Hopefully can we find someone who is gosu at the editor who has the time to help us out as well. (And make some bad-ass spells.) Depending on my available free time, maybe some of you here in the thread can take full control of the ongoing design & balance work. (After the release.) More on that later. @Ghost spell + Show Spoiler + Ok, what about this then; Shock - 50-75 energy - Range ca 9-11 (Siege Tank has range 12) - Launch a projectile at target area. Takes 1-2 seconds to hit. (Can be dodged) - The radius is small. Maybe large enough to affect three Lurkers/Tanks. (Its even possible to put a limit on how many units can be affected inside the area) - Affected Siege Tanks, Warp Prism, Lurkers and burrowed Roaches "undeploys." - All affected units can not use spells or abilities for 5-8 seconds. (No Blink, Stimpack, Storm, Siege Mode, Burrow, Load/unload or anything) This means that affected Tanks & Lurkers can not burrow/deploy again for X seconds. But they can still move & attack. (Run away or take the fight now.) If a Warp prism is hit, and the Reaver is inside, it can not be unloaded until X seconds. If the Reaver is outside, the Warp prism can not pick it up until X seconds have passed. (Rift can still save the Reaver) If necessary, Shock can also affect so Reavers can not attack. (Since they have a mixture between ability & attack.) Because Shock affects an area, it is possible to dodge the projectile, which might lead to some cool micro. (For example for Warp Prism.) If the projectile hits a single target, it will always hit. (No way to dodge it.) Good enough? @Delay on Vultures who plant Spider mines + Show Spoiler + In BW, the Vultures freak out for a few seconds while they plant a Spider mine. (They stand still & can not attack.) In Sbow, Vultures are slowed down by 50% and can not attack during 2 seconds after they plant a Spider mine. (My way of re-creating this effect in a less annoying way.) I´ve been told this is frustrating and it was better as it was before. It worked like this earlier in Sbow: - Vultures could move at full speed, cast their mine, continue to move. (No delay at all) For example: Inside the base of P, you can shoot Probes and at the same time plant Spider mines on the ground, without losing any time. (And I fear it is imba) Shall there be some kind of delay on the Vulture while it plants the mine? @When will the next patch be uploaded? + Show Spoiler + I aim to have it uploaded on saturday. (MAYBE can I finish it earlier during this week) Would be cool if we could find a solution for Protoss air & Robo unit. (Otherwise there will be no Robo unit and it can be added after the release if needed) | ||
Foxxan
Sweden3427 Posts
Now i dont know, what the intention is - remove marauder, get ghost in his position? Or keep maruader, and still do ghost like this? Important to know, because if marauder gets removed which i would like, the ghost will be built alot more-THis way - aoe is way to much All affected units can not use spells or abilities for 5-8 seconds. (No Blink, Stimpack, Storm, Siege Mode, Burrow, Load/unload or anything) This will become to much of an hardcounter Solids suggestion of making them immune for x seconds is even better than this - even tho iam not a fan of that either Ghost will tear reavers apart- hightemplars apart its way to much Thats why i suggested if cloak could silence nearby enemies - that way its not a hardcounter and both have power. While his other spell is more against reavers/tanks and silence against defilers/hightemplars cloak Anyone liked my speedthing? if ppl liked it and still want nuke - make nuke have his ghost stay in his duration - pretty easy to solve? Vultures What people misout now is - that in broodwar when they freaked out, the "freakout" could occur on enemies also - Vulture vs dragoon, if vulture planted a mine just beside the dragoon - both the vulture and dragoon would freak out(It could affect many units, not just singular) This way - the dragoons would take huge amount of damage from the spidermines since you cant control the "freakout" units. I tried the sloweffect on vultures - it feels very bad to me. Even when i played protoss and played against mech - it felt bad to when i saw the vultures become weak after they plant it. The vulture vs dragoon should feel threatening. Vultures shouldnt able to runbie units easy either against experienced protosses. I feel there are other methods of doing this if vultures new spidermines are so strong - Higher trigger. 0.5 seconds. Maybe reduce cast range if that can work out(so it doesnt fuck it up like before, in planting) You say zerglings can kill spidermines now if they a-move. Maybe this is a good thing? Even after the zergling nerf? All in all, i would like zerglings to be better vs spidermines actually. | ||
SolidSMD
Belgium408 Posts
For vultures, we did not know they are meant to slow down after they plant (at least i didn't), biggest part of the annoyance was probably that we thought it was a bug. @speed-idea from dirtybag: no idea what it's meant to achieve, can you write more about what you intentions are with this? | ||
Hider
Denmark9341 Posts
This means that affected Tanks & Lurkers can not burrow/deploy again for X seconds. But they can still move & attack. (Run away or take the fight now.) Siege Tanks can't run away. They are trapped and will probably always die in the 3-second proces where they unsiege. I think that will be very unfun as the mech-player will end up feeling a bit helpless against Ghosts (no practical remicro possible). Maybe if they instantly unsiged when the ability was used upon of them? - All affected units can not use spells or abilities for 5-8 seconds. (No Blink, Stimpack, Storm, Siege Mode, Burrow, Load/unload or anything) I think this is likely to add confusion on to which units are affected and which units aren't, which means you may attempt to use the abilities (not knowing they are affected) in the battles. Further, what is this supposed to accomplish? Why do we want players to not be able to use thier abilities? For balance-reasons it only needs to be strong vs Reaver/Tanks. In general, I think abilities which prevents opponent from doing the stuff they are supposed to do are quite unfun (think EMP/force field). Thus, I only believe they should be implemented if there is as a specific balance-reason for it. Vultures shouldnt able to runbie units easy either against experienced protosses. The problem is that when the protoss player makes a mistake and Vulturues runby, it will be even more unforgiving than in BW, which creates more volatile games. I prefer that players can afford to make a mistake or 2 without losing the game completely. In general, I believe that we should create a risk/reward in such a way that players are incentivized to take chances and play aggressive with their units without fearing that they will die to a counter-attack. The higher the threat of counter-attacks/runby's become, the more cautious players will be with their main army, which ceteris paribus, should reward defensive play. Thus, I prefer if we could create the type of gameplay where the protoss sometimes gets caught with too few Dragoons against a Vulture runby and doesn't outright lose the game. | ||
Foxxan
Sweden3427 Posts
First, i dont know as i said the intention of the marauder yet - lets assume its gone Now with the speedcloak. If the cloak works like banshees with short duration, semi short cooldown What it will do is this: Enemy have detection - cloak will still be useful. Iam assuming the ghost will be a semicore/fullcore unit if terran goes bio vs terr/toss. So with that regard, they can be a mini-vulture. Can harass better, be used in combat better - Hightemplars out of position - claok can be useful to silence(if it gets imlmented), or posiiton better Protoss units out of position? Cloak helps here to get where he wants faster. Imagine terran opens vultures against protoss - and goes heavy harass. THe same can be applied to ghost maybe Compare to cloak which is as it is now - enemy have detection. Whats the point using it. Cant describe more right now. | ||
Hider
Denmark9341 Posts
On December 30 2013 05:01 Foxxan wrote: @ghost-speed First, i dont know as i said the intention of the marauder yet - lets assume its gone Now with the speedcloak. If the cloak works like banshees with short duration, semi short cooldown What it will do is this: Enemy have detection - cloak will still be useful. Iam assuming the ghost will be a semicore/fullcore unit if terran goes bio vs terr/toss. So with that regard, they can be a mini-vulture. Can harass better, be used in combat better - Hightemplars out of position - claok can be useful to silence(if it gets imlmented), or posiiton better Protoss units out of position? Cloak helps here to get where he wants faster. Imagine terran opens vultures against protoss - and goes heavy harass. THe same can be applied to ghost maybe Compare to cloak which is as it is now - enemy have detection. Whats the point using it. Cant describe more right now. Yeh its a good point I guess. Cloak is kinda weak now since detection seems a lot more important than in Sc2. Thus, players have detection everywhere and Cloak is borderline useless. | ||
Foxxan
Sweden3427 Posts
The problem is that when the protoss player makes a mistake and Vulturues runby, it will be even more unforgiving than in BW, which creates more volatile games. I prefer that players can afford to make a mistake or 2 without losing the game completely. Thus, I prefer if we could create the type of gameplay where the protoss sometimes gets caught with too few Dragoons against a Vulture runby and doesn't outright lose the game. You have a point. When vultures got inside protoss base in bw- there was still a risk in planting the spidermines for the vultures Now it sort of aint at all, when i think about it. Only thing is the cooldown , and thats about it I will think more about this - i have something coming to mind here. Just a general question- What if spidermines had detection for the first 2-3 seconds they got planted. Yeh its a good point I guess. Cloak is kinda weak now since detection seems a lot more important than in Sc2. Thus, players have detection everywhere and Cloak is borderline useless. Well, at the same time i think - and hope ofcourse - this cloak would be fun to use | ||
Zaphod Beeblebrox
Denmark697 Posts
Vultures should have some vulnerability when they plant the mines. This makes mines much weaker as an offensive tool and make wel placed mine fields more rewarding. | ||
Kabel
Sweden1746 Posts
+ Show Spoiler + I do not intend to remove Marauders. Siege Tanks can't run away. Maybe if they instantly unsiged when the ability was used upon of them? The full animation must be played, as far as I know. (Which takes ca 3 seconds.) Further, what is this supposed to accomplish? Why do we want players to not be able to use thier abilities? For balance-reasons it only needs to be strong vs Reaver/Tanks. In general, I think abilities which prevents opponent from doing the stuff they are supposed to do are quite unfun (think EMP/force field). Thus, I only believe they should be implemented if there is as a specific balance-reason for it. I don´t agree that spells who prevents enemy units from doing things are necessarily boring. Everything that kills an enemy unit prevents that unit from doing something fun, if we shall strecth it. However, if an interesting micro situation occurs, and the outcome of that micro situation is determined via micro/player skill, then I think a justified victory can be that a unit is paralyzed/crippled, as well as killed. In other words - if the spell is fun to play with and against, I don´t mind that it "stuns" enemy units. But this is ofc a matter of taste, and I assume our views will differ on this. The "problem" IMO is that the Reaver is a very extremely designed unit. The Reaver alone is a unit who makes Bio unplayable and useless. We try to come up with an "extreme" way for the Ghost to deal with it. (A spell dedicated to catch it.) Which tends to make our ability very narrow. (Works only on a few units in the game.) And since Terrans tech tree looks as it does, a player who goes Bio or Bio+Tanks will be far away from getting air units to fight Reavers. IF the spell "silences" enemy units, it might lead to more diverse usage. Use it on a Defiler before it casts Dark Swarm. Use it on Vipers who approach to Abduct your Tanks. Use it on Lurkers just before they burrow. Buy a couple of seconds time in tight combats, which might determine a lot. And units affected will ofc get a visual buff, so all players can see that this unit is "shocked" and can not use abilities. A spell based on reactions - will the enemy react before the missile hits? If the spell is NOT small AoE, the projectile can not be dodged. Which means it will always hit. And I think that is a bit lame. But the silence part is not the most important thing. Only a way to add some more usage for the ability, and if properly balanced I think it might lead to something decent fun. Another way is to just make this, as has been suggested in the thread: Launch at small area. Affects maximum 2 or 3 units. - Siege Tanks, Lurkers, Warp Prism, Roaches unburrows/unsieged. - Dropships, Warp Prism, Overlords are forced to drop their cargo. They get a buff for 5 seconds. During this time will they be immune to this spell again. (They are already in Shock) If that is too odd, we can add so those units can not unload or siege again during this time. (The Warp prism can pick up the Reaver again, but not use the unload command. Buys T some time. Lurkers & Siege Tanks can not siege/burrow again) But ofc, it might be a problem if Ghosts can non-stop spam it on Tanks to keep them unsieged. As soon as the effect ends, use it again. If the casting range is decent, maybe 7-8, it is hard to get in range. Need to use Dropships to get them close? Or some fun version of the Cloak ability? | ||
Hider
Denmark9341 Posts
The Reaver alone is a unit who makes Bio unplayable and useless. We try to come up with an "extreme" way for the Ghost to deal with it. (A spell dedicated to catch it.) Which tends to make our ability very narrow. (Works only on a few units in the game.) And since Terrans tech tree looks as it does, a player who goes Bio or Bio+Tanks will be far away from getting air units to fight Reavers. Well I think an unextreme solution is to make the Ghost deal with Warp prism, and make the Maurauder soak up/neutralize splash damage. As a compensation the Reaver gets its scarabs for free (when you have a weapon that costs ressources, it almost implies that its damage needs to be extreme, which too some extent creates the hardcounter issues). But ofc, it might be a problem if Ghosts can non-stop spam it on Tanks to keep them unsieged. As soon as the effect ends, use it again. If the casting range is decent, maybe 7-8, it is hard to get in range. Need to use Dropships to get them close? Or some fun version of the Cloak ability? I am not sure the constant spamming is the real problem. Rather its the fact that it may create extremely volatile outcomes. At least in Sc2 when a large group of bio units engage a mid-sized tank army, the outcome will always be somewhat close. But at a cost of a mere 50/100 + a small AOE, it should be easy to mix in 15 (or so) Ghosts w/ your bio units in the midgame. So when a large group of bio units engage a middle-sized tank army, the tanks will initially get the first shot offs off --> then the bio units moves closer and eventually ghosts get into casting range before Siege Tanks gets their 2nd shot off. Afterwards no tanks should be able to fire any more as it the Ghost will use its spell --> Siege Tanks have to unsiege and then siege up again before they can attack again. During this time, the bio units should be able to kill all the Tanks. I just imagine this being the most frustrating thing in the world as a mech'ing player since you basically have no tools to improve the outcome. It should also be obvious to see that if you add a further penalty in the Tanks not being able to siege up over the next 8 seconds, that it will be even more problematic. They get a buff for 5 seconds. During this time will they be immune to this spell again. (They are already in Shock) 5 seconds doesn't matter for Siege Tanks. They have already been forced to unsiege (3 seconds). Then they have to siege up again (another 3 seconds). I think you have to make the unsiege-proces instant (max 1 second). Otherwise, Siege Tanks are effectively locked when the abilty is used on them and the Ghosts ability will function as a hard-counter. If the casting range is decent, maybe 7-8, it is hard to get in range. Need to use Dropships to get them close? Or some fun version of the Cloak ability? It won't be hard to get them in range I believe as long as you just leads with indiviudal Marines. | ||
Kabel
Sweden1746 Posts
+ Show Spoiler + Well I think an unextreme solution is to make the Ghost deal with Warp prism, and make the Maurauder soak up/neutralize splash damage. I agree. Thats why I prefer to keep Marauders in the game. Even though they are very basic and a bit one-dimensional units, they still contribute to the meta-game in a good way imo. If we manage to sort the remaining Ghost + Reaver issues out, I think Marauders will play an important role to promote Bio and Bio + Mech play in TvT and TvP. It is after all a simple unit, and it kinda fulfills its role already, without needing a lot of editor work. Maybe stats changes. Hopefully will Marauders also see play vs Roaches & Ultras in TvZ. (Instead of just Marines vs everything, which is kinda lame imo.) How can a Ghost catch/deal with Warp Prism + Reaver? (Preferably in an interesting way that involves micro) - Spell that stuns, slows or disables it (Which is what we are looking at now) - Spell that kills it - Spell that places anti-air traps (Hope the Warp Prism flies into it) - Ghost can "summon" a robotic air unit who can haunt/intercept the Warp Prism? (And scout) There are models in the editor for it at least. Interesting ways to stop Warp Prism? The most basic thing would be: Launch a projectile at target area. Upon impact, something happens with the affected units/Warp Prism. This allows micro from both players at least. Possible things to do upon impact: - Slow down units movement speed by 75% for 2-5 seconds. They are "shocked." (Can catch Mutas, Banshees, Warp Prism, Vultures, Zerglings and other fast moving stuff.) Has no effect on Siege Tanks, Lurkers etc. - Reduce attack range of affected units by 50% or something. Makes it easier to intercept Reavers and Tanks etc. - Force Dropships/Warp prism to unload their cargo. (Can be picked up again.) A bit too narrow for my taste though. If the spell also unsieges Tanks or Lurkers, it becomes more useful. But then we get the dilemma we now discuss in the thread. Or we just need to change approach and find an other way for the Ghost - Warp Prism relationship? | ||
Hider
Denmark9341 Posts
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Zergrusher
United States562 Posts
On December 30 2013 05:16 Zergrusher wrote: You know why not organize a Meeting between the StarBow creators, the OneGoal guys, and the SC2BW creators? And have it streamed or something like a weekly podcast. It would generate support for the mods and make people know about them, and if it is featured on TL it would work well. Just a post I made in the onegoal thread. Seems like a interesting thing to do, if all parties could do it together. | ||
SolidSMD
Belgium408 Posts
On December 30 2013 09:55 Zergrusher wrote: Just a post I made in the onegoal thread. Seems like a interesting thing to do, if all parties could do it together. If only gossen had the time :D | ||
Zergrusher
United States562 Posts
Still it would defiantly be something cool to see. | ||
Xiphias
Norway2223 Posts
I've did some very small work for a new promo. It's unlisted but you can watch the very beginning here: To make the rest of it I will need to capture some footage from the game. I need two volunteers who can play about 2 hours and follow instructions by using skype (or mumble or raid call or whatever....) But they need a mic. They also need to be quite good. Anyone up for it? If so let me know so I can add you and we can find a date to "film". I've been using adobe premiere lately but I've been having some issues where the whole program shuts down randomly and quite frequently. It's bugging me a lot but hopefully I can fix it or get another program (which I will have to learn....) The final logo should also be done soon well in time for the relies date. | ||
Deleted User 97295
1137 Posts
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( bush
321 Posts
On January 01 2014 09:08 Xiphias wrote: about volunteers. I can play man, PM-ing you with my skype id | ||
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