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goliaths are a joke they need tech lab, cost 150 50 and suck vs terran wraights and tanks i mean sure the should suck vs tanks but why do they suck vs terran air too and cost more?
I do like the new medic skill, shield. Its "imba", i honestly think that more imba spells make the game better. But please dont add micro killing spells like fungal. Only thing that i dont like about Shield is that you can add it to non biological units too.
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goliaths are a joke they need tech lab, cost 150 50 and suck vs terran wraights and tanks i mean sure the should suck vs tanks but why do they suck vs terran air too and cost more?
What is your suggestion then?
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Uploading a new patch now.
Fixes
Armor & damage upgrades for the Lurker at evolution chamber now work.. (Earlier they got no bonus) Science Vessel can now cast EMP + nerve jammer properly. Infect creep deals 3 damage per second istead of 2.
Spider mines can now be auto-attacked when they are unburrowing.. (It makes it easier to fight vs mine fields, as long as you have detection..)
Firebat attack has been fixed. Vultures no longer deal splash damage. (For some reason they did!)
As you all may notice with the patches, I rarely change balance in terms of damage, hitpoints, costs etc. Instead I focus on fixing things that are weird or almost completely useless, like Infect creep.. I am aware that the balance is not perfect as of yet, but I will try to improve all errors before I start changing the balance itself.
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On August 02 2012 22:42 TaShadan wrote: mines dont attack invis units? is this intended or a bug?
Mines do not attack invisible units. Simply because I could not get it to work.
But I actually think it is better that they don´t detect invisible units. That gives a weak spot in a Terran siege contain, that you can actually move burrowed units or Dark Templars past all siege tanks and the mine field... And for Terran, building Turrets for detection plays an even more important role.
So I will probably stick with mines not detecting cloaked units.. unless balance needs it or people give me good reasons 
I do like the new medic skill, shield. Its "imba", i honestly think that more imba spells make the game better. But please dont add micro killing spells like fungal. Only thing that i dont like about Shield is that you can add it to non biological units too.[
Glad you like it. The only micro killing spells in the game now are Lockdown & Maelstrom, which completely stuns the enemy units. How come you don´t like Fungal growth if you like the others two? Cause I´ve never heard you say that Lockdown or Maelstrom are bad or micro reducing?
I feel that if Shield is only useable on biological units that will make it a very narrow spell. Protecting Dropships, Tanks or even Science Vessels can lead to some good micro I think. But as usual, if balance needs it or there are other good reasons, then I will restrict it to only effect biological units.
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maelstrom is micro reducing but its so hard to get and the darcharchon is a useless unit and lockdown is only affecting single units fungal was a standard spell and used alot and its a combination of mealstrom and plague it deals damage and its stuns units which means they die for sure
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I´m online on EU now if anyone wanna play.
Can try how the new spider mines feel and works..
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On August 02 2012 23:03 TaShadan wrote: maelstrom is micro reducing but its so hard to get and the darcharchon is a useless unit and lockdown is only affecting single units fungal was a standard spell and used alot and its a combination of mealstrom and plague it deals damage and its stuns units which means they die for sure the original fungal had a whopping 4 dps, thus taking 8 and 9 ingame seconds to kill the weakest units in the game: banelings and broodlings, having 30 and 35 hp respectively.
broodlings died because of timer (8 seconds) before they died because of fungal (9 seconds) and broodlings wouldnt die from a single fungal (32 total damage) even if they survived through their own timer. point made?
the original idea of fungal was a more powerful, lower duration ensnare, as proof of this statement, lets compare them:
ensnare: lasts for around 25 real world seconds when playing at fastest speed. source: http://wiki.teamliquid.net/starcraft/Ensnare reduces movement speed by 50% or goes to unupgraded speed.
(original) fungal growth: lasts for 8 ingame seconds, equivalent to 6-7 real world seconds when playing at fastest speed. reduces movement speed by 100% and deals 4 dps for the duration.
I might agree with avoiding having a dps+hold spell, but having just the original fungal (which in my opinion is far from a dps spell and quite frankly just a lower duration maelstrom) really should not be a problem, considering what other options are avalable spell-wise. to be frank, the original fungal would be pretty weak in comparison to most other spells, having the only advantage of being able to force a fight and being able to stop the enemy advance completely in its tracks temporarily.
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you forget that you can spam fungal and just fungal them several times (everytime the effect is over)
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New update on EU
"Infest" now works. Vikings splash damage works. Broodlord upgrades at Spire works. Lots of minor fixes.. All in all, more stuff works ^^
Join Starbow chat channel to play!
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I would like to play some games on NA!
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mines are still not fixed
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Replay of the year!
What a game!! : http://drop.sc/232926
On August 03 2012 06:03 TaShadan wrote:mines are still not fixed 
They are very very very hard to get to work as intended T_T
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btw watched the replay and i think you should change SHIELD. Mecha unit should not be able to use it or with reduced effect on mechanic units. Also i think the Stalker needs a +1 range upgrade (maybe in the citadel). Is it intended that mines attack floating units like Archons and Vultures?
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On August 03 2012 06:53 TaShadan wrote: btw watched the replay and i think you should change SHIELD. Mecha unit should not be able to use it or with reduced effect on mechanic units. Also i think the Stalker needs a +1 range upgrade (maybe in the citadel). Is it intended that mines attack floating units like Archons and Vultures?
Shield can be adjusted to work differently on different types of units. Different amount of damage reduction, different amount of time it lasts etc depending on what unit it is attached on. I would prefer to have an universal effect on all types of units since that is so much easier to make. What is the major problem with shield now? It lasts to long, it reduces to much damage?
Why do Stalkers need +1 range upgrade? (Im not saying that they don´t, I just wonder why you think they need it)
In SC2, spider mines by default do attack Archons & Vultures. I know that was not the case in BW. But that requires some extra work to change via validators. Personally I don´t see that as a problen if Vultures & Archons can be blown up by spider mines. If you think that should be changed, tell me why.
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Could we get some bigger maps to play on?
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On August 03 2012 07:38 MNdakota wrote: Could we get some bigger maps to play on?
Of course. As long as we find any. I can´t make maps. I usually search the custom maps forums here on TL. If I find a map that looks good I ask the author if we can use it with the MOD. Feel free to do the same. Have a look. If you find a good map, PM the author and ask him.
Scorp is an excellent mapmaker who has made Sacred Sands. He has a new map on his way. The coolest thing would be if a map maker could design map especially for Starbow
If you know any mapmakers, ask them! Perhaps you can make maps?
Any stream going on today?
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On August 03 2012 07:46 Kabel wrote: Perhaps you can make maps?
No dude, lol. I am fucking god awful at making maps. Trust me.
I really like maps like Tal'darim where it's wide open but not too wide open. Obviously the layout isn't the best but the size of the map is perfect and makes it feel must more larger scale.
I could stream but no one is really on NA at this time. Let me check.
EDIT: Yeah no one is on. Not a lot of people on NA ever anyway. They never want to play! :|
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