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Forum Index > SC2 Maps & Custom Games |
Xiphias
Norway2223 Posts
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Kabel
Sweden1746 Posts
Someone up for playing now on EU? (If you are new to the game and want to play or observe, join the Starbow chat channel to find players. We usually lurk there.) | ||
dvorakftw
681 Posts
Try a horizontal arrow as an underline of STARBOW and then redesign the bow for appropriate negative space. | ||
Romson
Poland12 Posts
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Xiphias
Norway2223 Posts
On January 09 2014 04:08 Romson wrote: why are reapers in this? queens cannot attack, reaper op vs z Queens can attack, but it costs 25 energy (and once activated the attack is quite good) | ||
Xiphias
Norway2223 Posts
http://www.twitch.tv/sc2_starbow | ||
Deleted User 97295
1137 Posts
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Izerman
Sweden99 Posts
GL HF ! Good luck gossen! | ||
404AlphaSquad
839 Posts
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Clbull
United Kingdom1439 Posts
On January 08 2014 12:55 TotalBiscuit wrote: *lurking here for unseen reasons* Oh god PLEASE start a Starbow league. | ||
Xiphias
Norway2223 Posts
![]() Also I removed old VOD's from my youtube channel. (I just made them unlisted, they are not gone) The completed logoes (two choices) should be up tomorrow. | ||
SolidSMD
Belgium408 Posts
sick logo's man :D | ||
Fishgle
United States2174 Posts
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Kabel
Sweden1746 Posts
I´m gonna share my thoughts on the current state of the game and what the aim for the future is. Before I continue, check out the opening post in case you want to see a basic overview of the races in Starbow. (To avoid confusion.) Starbow is almost finished enough so it can be released. We generally see good games, the gameplay feels quite nice and many of you seem to enjoy both watching and playing. The recent exposure on reddit has generated some more curious people. Total Biscuits interest in this mod seems to have sparked some expectations for the future. I do however aim to release Starbow on January 21 because there are still things that I need to work on in the editor. I don´t know how the future will be for Starbow. It would be wonderful if a lot of people started to play and enjoy this. Its an awesome feeling watching people play and enjoy something one has created. But I take nothing for granted. Perhaps will peoples interest fade away. No one knows. All I can do is try to make the game as good as I can, with the help and feedback from all of you. And there are some things that I would prefer to fix before release. What is left to do with Starbow? + Show Spoiler + My original intention was to have Starbow as completed as possible, before I release it. But I think that is an unrealistic goal. No matter how good spells, units or balance we have in the game now, things will look very different if a lot of people explore the game. There are still some spells & abilities & units I am a bit unhappy about. I guess that once I release Starbow it will be called Starbow Beta. The game will never be super completed enough without help from a much larger player pool. For the first weeks after release, I will not release any further patches. Just let the game be what it is. Then later on, some spells or units might need to be adjusted or even redesigned. (In worst case, even replaced or removed.) That will ofc be done very carefully, be explored on Test maps, and be based on feedback from higher level players. Perhaps can new units or abilities be added as time goes by, if needed to solve balance problems or a stale meta game. Maybe can it add longevity to the game. (Thats a later concern though.) "Yeah ok Kabel, but what can be done before January 21?" + Show Spoiler + I mainly focus on units and spells I think feels incompleted. Some spells and units in the game can surely become better and more fun. But stuff that works and feels ok will remain untouched for now. Incomplete stuff that bothers me; Ghost + Show Spoiler + It currently has Cloak + Nuke and a weird and boring version of Lockdown. I have not found a solution I am super happy with. The role of the Ghost is IMO: - Harass/pick off key units - Support the army - Sneak around like a ninja and cause trouble It shall preferably not be a pure combat unit. Potential spell: Shock - Launch a missile at target area (can be dodged) - Upon impact, all units inside a small area become affected - They are greatly slowed down and can not use abilities or attack for a few seconds In TvP: Mainly support bio armies vs Reaver + Warp prism, Templars, Stalkers, and maybe Dragoons? In TvT: Disable sieged Siege Tanks so your army can advance/attack In TvZ: Use on Vipers and Defilers to disable their spells. Useful to catch flocks of Mutas? I am not super excited over a spell like this. It can probably be ok, and it would be easy to make in the editor at least. Other alternatives: - Invent a better spell - Remove the Ghost and add it in the future when it feels like it can be needed in the game Stalker: + Show Spoiler + The Stalker is now a weaker, fragile, faster, more agile harassing & skirmish unit. It requires Twiligt Council, starts with Blink, can see up cliffs and is extra strong vs Light units. (Like Workers, Zealots, Zerglings, Marines, HT, Mutas etc) It deals quite low damage but has a high attack speed. (Compared to Dragoons who are the opposite.) It can be warped in, which Dragoons can not. IMO it feels fun to control it due to its high speed and Blink. PvZ - Helps to change the BW meta. P can now go Templar tech and still get map control + defence vs Muta play. (In BW, Protoss pros goes Corsairs 90% of all games?) PvT - Help to clear up Mines, useful in lategame due to Warp gates (at least from the games we saw today), Blink into Siege Tanks to attack positions other units can´t reach as easily. PvP - Maybe can be useful for harassment and vs Zealots? (Much better than Dragoons are vs them) But still this unit does not feel 100% great. It seems to bring confusion. What is its role? When is it good to get it? The easy thing is ofc to just scrap it. But I really would like to find a place for it in the game, since I think there is potential in it. It also has a secondary ability called "Evade." It can be researched at Twilight Council. Once activated, the Stalker becomes "ethereal" for 8 seconds. During this time, no long range attacks or traps will attack the Stalker. (Unless players orders their stuff to shoot at the Stalker.) But the Stalker can still move and attack as normal. It just looks transparent, so all players can see it has the buff. This works vs: Siege Tanks, Ghosts, Spider mines, Reavers, Null wards, Guardians. None of those things will auto-attack the Stalker. (Since they all have attack range over 7, or are considered "traps.") PvT: - Now possible to harass heavily defended mech positions and bases. (Not strong enough to A-move though) PvP - Possible to move close and snipe Reavers. Also possible to ignore Null wards from the Sentinel. PvZ - Actually kinda pointless. Only works vs Guardians.. (When is that important??) Obviously this ability is a bit odd. The good thing is that it adds something more unique that fits the theme of the Stalker - makes it more of a harassing/sneaky unit. (Rather than just a faster, weaker Dragoon who can Blink.) Possible solutions: - Invent a way to make this ability meaningful and feel good - Just remove it. - Add an ability later, after Starbow is released, in case we find a way where it is necesasry. Robo unit + Show Spoiler + The Robotic facility has haunted me for so long. I have always wanted to fit a forth unit into it, since Warp Prism, Observer and Reaver offers very limited options. If there was a forth unit, preferably a combat unit or caster, we would see more build order variations and if properly balanced, a deeper meta game. Nothing has felt good enough. I recently removed the Starbow Colossus from it. It basically was a larger Dragoon with different stats - It was controlled in a similar way for a similar purpose. Even if we managed to get the stats to be balanced, it was IMO not fun or exciting to control. (I found no good editor solution) I guess I will just leave this open for now. Later on, after Starbow is released, maybe we find a purpose of an additional Robotic unit and can add one. Protoss air + Show Spoiler + Many of you would prefer a rearrangement of the abilities on the Protoss air units. (Corsair, Scout, maybe Sentinel) Two alternatives: - Let it be as it is. After Starbow is released, evaluate what works and not, and then change it. - Find a better solution before release. Great answear, he? ^^ Micro of Marine, Zerglings and Zealot + Show Spoiler + Some of you report problems with the micro between those units. Zealots can´t catch Marines Zerglings pathing insanely good Would anyone mind to write a more accurate description of the problems? | ||
Kabel
Sweden1746 Posts
So many good alternatives. I guess we can make a Poll or something about it? | ||
EpicDemente
Chile202 Posts
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TotalBiscuit
United Kingdom5437 Posts
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Deleted User 97295
1137 Posts
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Fishgle
United States2174 Posts
+ Show Spoiler + Texas on NA still has the legendary "squares of starbow" graphics glitch. Creep Tumors still say "Zerg units move faster on creep" on the "Creep Generator" static ability (should read: "Zerg units move faster while burrowed in creep") The names Tunnel and Tunneling Claws sound too similar; furthermore, the art for their respective upgrades is similar. Maybe change the name of Tunneling Claws to Subterranean Claws or w/e. Right now, everyone connects Tunneling Claws with Roaches, and roaches can't even burrow in Starbow. Also the text in Tunneling Claws says that it allows Defilers to move while burrowed, but Defilers can't burrow at all. The Roach's Tunnel ability upgrade button should have some descriptive text. "Allows the Roach to use the Tunnel ability, which burrows the Roach for a short time and increases its movespeed." Shouldn't Viper's Consume and Defiler's Consume have different Art/Names? Maybe change one to Absorb/Drain Life/Digest? Viper Nest has no "announcement" picture. I'm not sure what it's called. The one that shows up on the left side when it completes morphing. Mutate into Greater Spire Button should say it grants access to Devourers and Guardians. Right now it only says it grants access to Broodlords. On the Evo Chamber: Melee attack Upgrade should be changed for consistency to read: "Upgrades the attack of all Zerg melee units" lastly, this is just a suggestion: maybe make Devourer's Blight ability create creep, like the overlord's ability? | ||
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