[A] Starbow - Page 493
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Xiphias
Norway2223 Posts
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Hider
Denmark9341 Posts
Pretty hard to win then with protoss..... Patch needs to come asap. | ||
SolidSMD
Belgium408 Posts
On January 10 2014 06:48 Hider wrote: Haha. Just figured why Zealots performed so awfully. They only deal 1*8 instead of 2*8..... Pretty hard to win then with protoss..... Patch needs to come asap. wow, that is huge xD | ||
Romson
Poland12 Posts
On January 10 2014 06:48 Hider wrote: Haha. Just figured why Zealots performed so awfully. They only deal 1*8 instead of 2*8..... Pretty hard to win then with protoss..... Patch needs to come asap. lol i played 10 games~ and didnt realise it, explains some of the fights that went bad ^^ | ||
Foxxan
Sweden3427 Posts
edit: They did 8x1 the entire time This means my zvp is very bad | ||
Kabel
Sweden1746 Posts
In it, I made so all melee units and Marines got 0.1 second overkill. (Which we have discussed before in the thread) But I missed a thing with the Zealot attack, I see now. I don´t think the problem was there before. I will upload a fix tomorrow Ps. Anyone happens to have a fixed version of the map Texas? The only version I have is the one with the black holes. And I think another version circulated among us a while ago. | ||
decemberscalm
United States1353 Posts
I had to reinstall my SC2 completely. My editor is on the fritz. I'll be able to work on it soon as that is done. @TB Glad you enjoyed the match! | ||
CutTheEnemy
Canada373 Posts
Is there still no AM scene, you guys are still all EU? | ||
Foxxan
Sweden3427 Posts
On January 10 2014 12:29 Kabel wrote: This bug happend with yesterdays patch, as far as I know. In it, I made so all melee units and Marines got 0.1 second overkill. (Which we have discussed before in the thread) But I missed a thing with the Zealot attack, I see now. I don´t think the problem was there before. I will upload a fix tomorrow Ps. Anyone happens to have a fixed version of the map Texas? The only version I have is the one with the black holes. And I think another version circulated among us a while ago. Does a patch like that affect replays? | ||
Xiphias
Norway2223 Posts
On January 10 2014 12:38 CutTheEnemy wrote: what if warp-in only worked for select units like dts or Templar, or for hallucinated units or temporary units? The flavour would be interesting; it still allows warp-in to be in the game; and it won't be overpowered. Is there still no AM scene, you guys are still all EU? Most of us are on EU, but I know that some NA guys are playing on EU (since most of us are there). I think there is enough NA interest now though. People should just start to "hang out" in the NA Starbow chat (even if it is empty) and take it from there imo. | ||
Foxxan
Sweden3427 Posts
Possible to get the zealot patched soon? This weekend? The bug, and their attack-system? | ||
Xiphias
Norway2223 Posts
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Zaphod Beeblebrox
Denmark697 Posts
On January 10 2014 03:29 SolidSMD wrote: Depends on the players I guess, all the games I've seen with romson were pretty good and actionpacked. =) The thing that really gets me exited about Romson's games were more the elements he used to win, and the strategies both Hider and Foxxan adapted to try and combat him. We saw a Protoss who despite the consensus that Stalkers are bad against mech play, he made them work by using their mobility and map control power to overcome the disadvantages. We also saw players realising what their relative strong points were, and trying to force the game flow to their advantage. Relentless early game agression to stop macro, sub-optimal engagements to hold map control or economic edge or multipronged attacks and counter attacks to ensure succes on the critical front. All of these were tools used in the games to force initiative and a gamepace that would benefit one side. This shows that the optimal way to play StarBow might very well be to find your own style and ways to enforce your style. If we can make sure that there is not one strategy to rule them all (hello safe SC2 macro play), players will always be encouraged to be creative and highly tactical in their approach to getting the edge. | ||
Hider
Denmark9341 Posts
On January 10 2014 20:33 Zaphod Beeblebrox wrote: The thing that really gets me exited about Romson's games were more the elements he used to win, and the strategies both Hider and Foxxan adapted to try and combat him. We saw a Protoss who despite the consensus that Stalkers are bad against mech play, he made them work by using their mobility and map control power to overcome the disadvantages. We also saw players realising what their relative strong points were, and trying to force the game flow to their advantage. Relentless early game agression to stop macro, sub-optimal engagements to hold map control or economic edge or multipronged attacks and counter attacks to ensure succes on the critical front. All of these were tools used in the games to force initiative and a gamepace that would benefit one side. This shows that the optimal way to play StarBow might very well be to find your own style and ways to enforce your style. If we can make sure that there is not one strategy to rule them all (hello safe SC2 macro play), players will always be encouraged to be creative and highly tactical in their approach to getting the edge. Yeh I think that Starbow in TvP has definitely added new elements relative to BW. Warp-tech /+ Stalkers) gives the protoss player the option to choose mobility over cost-efficiency. Terran on the other hand has received strong Banshee's and much better dropships, which also makes it possible for the terran to opt for a more aggressive multitask-based style. I feel that this both increases the skill cap and also makes the game more entertaining than just normal BW (with Sc2 mechanics). When that is said, it is stilll possible to opt for the BW-playstyle in all matchups, so new players aren't being forced to adapt to Starbow the first time they play the game. They can for the most part maintain their BW-builds and strategies which makes the game easier to play for new players. | ||
Kabel
Sweden1746 Posts
I will get the Zealot patch up before the evening. (I post here when its done) @Protoss air Sorry for my delay about this matter. I will get a post up to adress my concerns and possible solutions. @Updating the Starbow-wiki Both Xiphias, GamanNO and me are working on it. Just to make sure we don´t overdo each others work, lets keep in contact. I can take care of all spells and abilities in the game since that data is harder to find in the editor. It would be cool if you two could adjust stats for units and structures (including build time). Maybe pick a race each? @Regarding Spider mines (And the secret ability on Spider mines...) + Show Spoiler + Some wonders exactly how they work. Spider mines in Sbow works a bit different compared to BW, mainly due to AI problems. Here is an explanation: A Vulture plants one at target location. It takes ca 5 seconds before it burrows. (It can be killed during this time) As soon as an enemy ground unit comes within range 3, the mine will unburrow. The mine stands still for 2 seconds before it detonates. When it detonates, it launches a missile towards the enemy. Upon impact, the missile deals splash damage. Some important things: - It can NOT detonate on hovering units (Reaper, Vulture, Archon, Workers) but they can still be affected by splash dmg - I have made so only 4 Spider mines can activate towards the same target at the same time. Otherwise a Zergling can run into a Spider mine field and detonate 15+ Spider mines alone, which was not as possible in BW. (Because of how the missile attack works on Spider mines) - Spider mines do not detect cloaked units. (As they did in BW) - Spider mines will be auto-attacked by enemy units when it is in the 2-second unburrow-mode. (Before it attacks) This causes a problem that has haunted me for a long time. If the unburrow time is too quick, Dragoons never have enough time to kill mines. If the unburrow time is too slow, fast-shooting units can A-move into Spider mine fields without detection and never get hit. Here is my current solution to it: (And the unknown ability on them?) + Show Spoiler + Spider mines have an ability called Detonate. It allows the Terran player to launch the Spider mine towards an enemy target within range 5.25. (Not vs hovering units) This means that if Hydras, Marines or Stalkers, with attack range 5, A-move into a mine field, it is still possible for the Terran player to launch mines towards them by manual control. But it is a small window of time. Without this ability, larger groups of Hydras, Marines and Stalkers will rarely be auto-hit by Spider mines due to their fast attack. They simply kill them before they detonate. With this ability, it is possible for T to catch them, but it requires micro. It also allows us to maintain the slow unburrow time, which is important vs Dragoons. (The ability is short enough so it does not reach Dragoons with range upgrade) It has been in the game for a couple of weeks. (Since I added this version of the Spider mine) But I am not sure people know about it. So please try it to see how it feels in game! | ||
Kabel
Sweden1746 Posts
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Xiphias
Norway2223 Posts
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IeZaeL
Italy991 Posts
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Meerel
Germany713 Posts
On January 10 2014 23:08 Xiphias wrote: The map-maker does. Merell PM him. lol its really easy....maybe add me on skype kabel | ||
Kabel
Sweden1746 Posts
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