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[A] Starbow - Page 497

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404AlphaSquad
Profile Joined October 2011
839 Posts
January 11 2014 11:30 GMT
#9921
I dont believe the marauder is the problem. I think the Ultralisk would deserve a slight buff. Perhaps little splash like the archon?
aka Kalevi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-11 11:50:38
January 11 2014 11:48 GMT
#9922
Unfortunately I am off to work now, and won´t be back until late tonight. So I can not respond to the pile of PMs I´ve received, nor comment on anything in the thread, I will however upload a few more maps before I am off.

Tomorrow will I start to work on the next patch. (Fix bugs, improve things, try to finish unfinished stuff, tweak things that are off..)
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 11 2014 11:53 GMT
#9923
On top of my head, i like the baneling good against armored instead. Since in sc2, the banelings are quite ineffective against zealots=Overall bad against toss. Worth a try atleast(?)

And in starbow, which u pointed out lurker is good against light and both marauder and firebat are armored.
Marauder i feel is imba against toss to.

Anway, buffing the ultras can be a problem in pvz for sure. Unless we buff toss in some areas against zerg.
Ultra/ling is already a beast in bw against toss

Right now, the deadly combination in zvt is hydra/lurk/viper. I think this will melt terran bio with support of tanks quite hard
since marines dps is nerfed and abduct is insane

-
1)Look at marauder, and firebat
2) Look at ultras->if you do, look at protoss to compensate
3) Abduct needs to change imo
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 11 2014 11:58 GMT
#9924
Yes, a more active use of ensnare vs terran bio might solve this actually.

I would wait a bit more to see. A lot of gameplay development is still ahead of us I think.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 12:01:04
January 11 2014 12:00 GMT
#9925
On January 11 2014 20:58 Xiphias wrote:
Yes, a more active use of ensnare vs terran bio might solve this actually.

I would wait a bit more to see. A lot of gameplay development is still ahead of us I think.


Ensnare = Vipers ability? I already tested that ability along with ling/Ultras multiple times in the editor: Bio still rapes ultralisks/speedlings without any micro.

IMO this needs a change ASAP - waiting will be bad for the game, because I fear that new SBOW players will watch Ryungs game and adopt the same deathballstyle which isn't very fun.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 12:52:38
January 11 2014 12:03 GMT
#9926

Right now, the deadly combination in zvt is hydra/lurk/viper. I think this will melt terran bio with support of tanks quite hard
since marines dps is nerfed and abduct is insane


Given that we can't redesign it (apparently that doesn't work), what would be proper stats for it?
Something like 7 range maybe?

Look at marauder, and firebat


Yeh, I wonder if both of them couldn't use like a small HP nerf. They really tank well actually.
Wait........ I just checked stats of Firebat in BW: It had 50 HP there. In Sbow it has 100!!! How on earth has that gone unnoticed for so long?
Yes its a bit more expensive in Sbow - 75/25 instead of 50/25, but this a 100% HP buff is way too much. No wonder, Ultralisks took forever to killl anything in that bio army.

I wanna see something like this:

- Firebat HP reduced from 100 to 80
- Baneling damage changed to 60 vs armored and 30 vs light

The baneling is thus much better overall than in Sc2. This is neccesary as zerg has less larva in Sbow/BW and thus needs to be more effective. Its also still pretty decent vs light, so you will still need to split Marines vs it.

EDIT: Maurauder nerf isn't needed yet I think. Esp. if banelings gets better vs armored. I tested speedlot + dragoon vs Firebat and Maurauder, it came out pretty even. W/ a Firebat nerf, I doubt a Maurauder nerf is needed as well.

EDIT 2.0: Maybe it's fine w/ Firebat having 100 HP due to being countered by Hydralisks. Then Firebats are strong vs speedlings, but banelings perform well vs Firebats.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 11 2014 12:14 GMT
#9927
Wooooooow, awesome TB! <3
Very nice game, good to see a zerg pro in action.

I have to say I agree with hider, a slight nerf to marauder/firebat hp + the baneling vs armored + splashdamage on ultra sounds like great a idea.
Working on Starbow!
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 12:20:15
January 11 2014 12:19 GMT
#9928
Regarding Firebats: I guess the intention is to make them better as buffer-units vs protoss. In that matchup (TvP) it seems pretty balanced atm. as Dragoons can kill it somewhat fast (and instead it soft-counters Zealots). If/when HP is nerfed, it will probably be useless vs protoss.

But why not change that? Make it Medium while nerfing its HP to 80. This will maintain its utility vs protoss while balancing it better vs Zerg.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 11 2014 12:36 GMT
#9929
@abduct
High the mana cost to atleast 100.
The range part is kind of difficult imo, since if its "to short", the abudct will be overall to bad?
But worth a try, 7 as u said. I guess its 9 right now

@Firebat
It hasnt gone unnoticed, kabel did this on purpose a few months back.
Note that it was light in broodwar, here it is armored. And he do less dps here(shoots slower even without stim)
His first intention behind it was that the firebat was realtively bad against protoss.

So with this change, hydras and goons deal full dmg to firebat which on paper could be quite nice

I feel the marauder is the bigger threat here overall though, imba against toss and zerg to some extent(not fully).
I guess the cleanest solution is to look at marauder-ultras and then compensate protoss vs ultra

I like the sc2 marauder cost and techlab requirement. Since that marauder win slightly against a stalker, which has less health and do less dps against armored.

125/25
20 explosive
Is that to high damage overall? Its 20against shields.

And 10against zerglings,zealots. A problem? Shouldnt be?
The armored problem imo is against ultras and not dragoons. Not sure when stim is combined tho
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 12:46:57
January 11 2014 12:45 GMT
#9930
It hasnt gone unnoticed, kabel did this on purpose a few months back.
Note that it was light in broodwar, here it is armored. And he do less dps here(shoots slower even without stim)
His first intention behind it was that the firebat was realtively bad against protoss.

So with this change, hydras and goons deal full dmg to firebat which on paper could be quite nice


Ahh I see, yeh adding Hydralisks into the compostion changes things up a bit. But this is the same principle (almost) as my baneling-suggestion, a bit unintuitive in some ways as most players won't be aware of it. I guess we need some kind of tooltip highlighting the most important differences relative to BW.

I feel the marauder is the bigger threat here overall though, imba against toss and zerg to some extent(not fully).
I guess the cleanest solution is to look at marauder-ultras and then compensate protoss vs ultra


Hmm in which situations are Maurauders OP? According to my testings they aren't that good because they perform poorly vs leglots?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-01-11 12:56:32
January 11 2014 12:50 GMT
#9931
Hmm in which situations are Maurauders OP? According to my testings they aren't that good because they perform poorly vs leglots?

Well, ye they should lose quite hard against speedlots. Maybe bad versus archons to, not sure
But the problem is they are very cost effecient right now against pretty much everything else, and in particular vs dragoons, while at the same time they are pretty good against splash to i feel with their highspeed and semi-high health.


So toss adds speedzealots/archons vs marauder play(If he gets time, iam not sure he has time here, but lets argue he have). I feel terran gets upper hand here by adding marines/firebats/medics or maybe just go vultures/marauders.
If u feel otherwise, tell me

a bit unintuitive in some ways as most players won't be aware of it. I guess we need some kind of tooltip highlighting the most important differences relative to BW.

Dont think thats necessary(?)
You see the armor type of the units you press - And you adapt from there
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 12:57:05
January 11 2014 12:54 GMT
#9932
On January 11 2014 21:50 Foxxan wrote:
Show nested quote +
Hmm in which situations are Maurauders OP? According to my testings they aren't that good because they perform poorly vs leglots?

Well, ye they should lose quite hard against speedlots. Maybe bad versus archons to, not sure
But the problem is they are very cost effecient right now against pretty much everything else, and in particular vs dragoons, while at the same time they are pretty good against splash to i feel with their highspeed and semi-high health.


So toss adds speedzealots/archons vs marauder play(If he gets time, iam not sure he has time here, but lets argue he have). I feel terran gets upper hand here by adding marines/firebats/medics or maybe just go vultures/marauders.
If u feel otherwise, tell me


Tested it a bit more. While they do not exactly rape protoss. I think they are a just a bit too strong early game vs protoss as they just don't die when they get healed. I agree that a 110-115 HP for the Maurauder would be better actually. I think when protoss gets a critical mass of leglots + HT's, its pretty fine though.

One thing though: How is that different from Marines vs protoss? Isn't it the same concept?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 11 2014 13:03 GMT
#9933
I think terran skips medics in the opening completely, upgrades stim. And from there, toss adds slowzealots you can kite very nicely, or go with the offensive at protoss with the stim

Ye, you go pure marauders for a while and adapt from there with what u see.

The difference with the marine i guess is he is very weak versus splash. And dragoons can kite some-what.
Difference is, toss opens normal build - He sees bioplay - he adds a natural reaver from his robotic against marines

While with marauder, i dont think reaver works so toss is stuck at robotic tech here, no speed on zealots in sight.
And marauders crush dragoons.
In unit tester - amove test ofcourse. 2marauders rape 1dragoon.

Actually. Quite funny here. Why dont we playtest this and see with real eyes.
I think we both see it a bit different - although not completely
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-01-11 13:26:59
January 11 2014 13:21 GMT
#9934
How about trying the HP nerf on firbats first and take it from there? I think the banling change will feel very counterintuitive.

Edit: Also Dark Swarm has a casting range of 5 these days. Too short? (BW was 9). (I think the "cloud" is both smaller and has shorter duration compared to BW).

I would like to maybe try 7 range, but keep the cloud size and the duration. It feels so much harder to get a good dark swarm cast in sbow.
aka KanBan85. Working on Starbow.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 11 2014 13:56 GMT
#9935
Yeah, I agree on dark swarm, range 5 feels too short, impact had a lot of trouble getting swarm off.
Working on Starbow!
ionONE
Profile Joined March 2011
Germany605 Posts
Last Edited: 2014-01-11 14:19:27
January 11 2014 14:03 GMT
#9936
why not make dark swarm an instant spell?
- make defiler model a little bit smaller maybe
JANGBI never forget
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 11 2014 14:14 GMT
#9937
On January 11 2014 22:56 SolidSMD wrote:
Yeah, I agree on dark swarm, range 5 feels too short, impact had a lot of trouble getting swarm off.


Why is that bad? Should abilities be easy to use?
Ovni
Profile Joined March 2013
89 Posts
Last Edited: 2014-01-11 14:33:19
January 11 2014 14:30 GMT
#9938
It's nothing to do with being easy to use.. just very easy for Terran to snipe the Defiler due to the short range and cast delay. Impact had a hard time vs a bio army, just imagine trying to attack Marine/Tank armies. Scan, shift-target Defilers with tanks, no swarms.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-01-11 14:42:11
January 11 2014 14:41 GMT
#9939
On January 11 2014 23:30 Ovni wrote:
It's nothing to do with being easy to use.. just very easy for Terran to snipe the Defiler due to the short range and cast delay. Impact had a hard time vs a bio army, just imagine trying to attack Marine/Tank armies. Scan, shift-target Defilers with tanks, no swarms.


Yes, but its also "easy" for a terran to snipe HT's right? Why isn't that bad? Isn't it a good thing an HT often times doesn't get off a succesful Storm?

An HT btw only costs marginally less (50/100) than a Defiler (50/150). I guess I really don't see why such a relatively cheap unit like a Defiler should be safe from being sniped. I believe the lower range makes it easier to snipe and harder to get off a succesful Dark Swarm. That will help seperate a good DS user from a bad DS user.

At a range of 8-9, it will always get DS off (since its effective range is much longer), thus it just doens't seem that exiciting.
W/ Tank armies I also don't really see the big issue since you can force tank to waste his first shot on zerglings for instance, and then move in with Defilers.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
January 11 2014 14:46 GMT
#9940
Just tried a map against the ai for the first time. This mod feels really smooth and I'm liking it a lot more than sc2. Are there any peak hours where I can find people to play in NA?
Eve online FC, lover of all competition
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