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[A] Starbow - Page 49

Forum Index > SC2 Maps & Custom Games
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TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 12:23:25
August 02 2012 10:35 GMT
#961
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.
Total Annihilation Zero
TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 10:40:10
August 02 2012 10:37 GMT
#962
some replays
http://drop.sc/232680
http://drop.sc/232679
http://drop.sc/232678
http://drop.sc/232677
http://drop.sc/232676
http://drop.sc/232675
http://drop.sc/232674
http://drop.sc/232673
http://drop.sc/232672
http://drop.sc/232671
http://drop.sc/232670
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 02 2012 12:56 GMT
#963
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?
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 13:54:12
August 02 2012 13:39 GMT
#964
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.




Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 14:03:56
August 02 2012 13:42 GMT
#965
mines dont attack invis units? is this intended or a bug?
http://drop.sc/232709
http://drop.sc/232708
http://drop.sc/232711
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 14:01:37
August 02 2012 13:46 GMT
#966
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.

Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 14:06:04
August 02 2012 14:03 GMT
#967
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
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 02 2012 14:29 GMT
#968
I´m online on EU now if anyone wanna play.


Can try how the new spider mines feel and works..
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
August 02 2012 14:46 GMT
#969
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.
I'm better today than I was yesterday!
TaShadan
Profile Joined February 2010
Germany1978 Posts
August 02 2012 15:09 GMT
#970
you forget that you can spam fungal and just fungal them several times (everytime the effect is over)
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 18:57:01
August 02 2012 18:52 GMT
#971
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!
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 02 2012 20:14 GMT
#972
I would like to play some games on NA!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1978 Posts
August 02 2012 21:03 GMT
#973
mines are still not fixed
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 22:16:56
August 02 2012 21:40 GMT
#974
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
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 21:59:01
August 02 2012 21:53 GMT
#975
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?
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 22:20:15
August 02 2012 22:12 GMT
#976
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.
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1978 Posts
Last Edited: 2012-08-02 22:33:31
August 02 2012 22:27 GMT
#977
it reduces too much damage. Mech units rape the protoss army before there is much damage done.

Stalkers get outranged by hydras, even goliaths have more range. And Marines have the same range.

The mines dont need to be changed i just wanted to know if it was intended or a bug, the only thing about the mines that needs to be changed is the priority problem.

check this dropship out looks much better than the black one you are using right now

http://www.sc2mapster.com/assets/soulfilchers-models/files/3-dropship-variations/

you could replace the stalker with this :p

http://www.sc2mapster.com/assets/ghostnovas-mods/images/11-soul-hunter/
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
August 02 2012 22:38 GMT
#978
Could we get some bigger maps to play on?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 22:48:24
August 02 2012 22:46 GMT
#979
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?

Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-08-02 22:51:23
August 02 2012 22:49 GMT
#980
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! :|
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
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