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[A] Starbow - Page 504

Forum Index > SC2 Maps & Custom Games
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Dragnor
Profile Joined May 2013
10 Posts
Last Edited: 2014-01-12 16:37:57
January 12 2014 16:37 GMT
#10061
so this probably has been mentioned already somewhere in this huge topic, but will it be possible to change hotkeys to all units and structures in future? and for all states of units like burrowed lurker?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-01-12 16:43:36
January 12 2014 16:40 GMT
#10062
Yes.
Where the hell do i found my replays? I hate this shitsc2

edit: replay
http://speedy.sh/drXH4/Starbow-Fighting-Spirit-15.SC2Replay

Wind forward to 1minbefore game ends
Recommend to go very slowly with paus->unpause->repeat while it happens.
The last fight when heburrows. Should be easy to find
ionONE
Profile Joined March 2011
Germany605 Posts
January 12 2014 16:48 GMT
#10063
http://speedy.sh/7pSKt/Quonzar-vs-Dirtybag.SC2Replay
grandmaster vs starbow veteran /z v t
JANGBI never forget
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 12 2014 18:27 GMT
#10064
http://www.twitch.tv/decemberscalm stream is live
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
January 12 2014 18:37 GMT
#10065
On January 13 2014 03:27 decemberscalm wrote:
http://www.twitch.tv/decemberscalm stream is live

Perfect timing. GP Prague just ended.
aka ChillyGonzalo / GnozL
Big J
Profile Joined March 2011
Austria16289 Posts
January 12 2014 18:45 GMT
#10066
The fusion core requirement for Terran upgrades is weird to say the least....
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 12 2014 18:57 GMT
#10067
Gotta admit I don't understand that one either
The basic key to beating a priest is playing a deck that is terrible.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
January 12 2014 19:02 GMT
#10068
The Starbow Fusion Core is BW's Fusion Core + Science Facility. In BW, lvl2 ups required a Science Facility.
aka ChillyGonzalo / GnozL
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 12 2014 19:15 GMT
#10069
On January 13 2014 04:02 Fishgle wrote:
The Starbow Fusion Core is BW's Fusion Core + Science Facility. In BW, lvl2 ups required a Science Facility.



Oh I see... SC2 does have a Science Facility model through. Maybe it would make more sense to have that instead of the fusion core. Not like anyone ever makes the core to make battlecruisers.

If for nothing else it could be done to cause less confusion about our reasoning.
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 12 2014 19:20 GMT
#10070
Husky casting Starbow!

aka KanBan85. Working on Starbow.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
January 12 2014 19:21 GMT
#10071
On January 13 2014 04:15 Sumadin wrote:
Show nested quote +
On January 13 2014 04:02 Fishgle wrote:
The Starbow Fusion Core is BW's Fusion Core + Science Facility. In BW, lvl2 ups required a Science Facility.



Oh I see... SC2 does have a Science Facility model through. Maybe it would make more sense to have that instead of the fusion core. Not like anyone ever makes the core to make battlecruisers.

If for nothing else it could be done to cause less confusion about our reasoning.

Yea we could just replace the Fusion core model with the Sci Facility model. And change BC requirements from fusion core to Sci Facility. I think it would make more sense for BW vets, and it would help new players by pointing out: "hey this is different".
aka ChillyGonzalo / GnozL
Dubo
Profile Joined June 2010
United States161 Posts
January 12 2014 20:36 GMT
#10072
On January 12 2014 21:50 velvex wrote:
@ Reapers
It seems to me that the balance problems Blizzard always had with the reaper stemmed from the fact that it could circumvent the natural base defence so early that it needed a rather weak attack and a long production time, making them basically useless in the mid and late game. The early cliff-jumping forced the unit so much into a pure harassment role that it was basically impossible to find a balance between overpowered (as in early WoL) and useless (later in WoL).


I never liked how reapers affect the early game of each matchup by being able to cliffjump. Like you said, it makes them impossible to balance for early and lategame. I think if cliffjumping was a mid/lategame upgrade then reapers could be balanced as alternatives to marines, with similar dps and much faster speed but inability to shoot air and more costly. Now that I think of it, basically a bio alternative to vultures.
the scv is a spy!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-01-12 20:41:46
January 12 2014 20:41 GMT
#10073
you guys interested in this rework of gladiator?
[image loading]
"Not you."
Angry.Zerg
Profile Blog Joined October 2010
Mexico305 Posts
January 12 2014 21:42 GMT
#10074
I want to suggest something: Limit unit selection.

Based on this quote from the book Stay Awhile and Listen.

One debate sprang up around Pat’s take on unit selection. Players could select as many units as they could see on their screen and send them crashing against enemies like an avalanche. Allen pointed out that there was nothing tactical about directing an avalanche; it was a mad rush of bodies that players didn’t have to exert precise control over.

Craddock, David L. (2013-10-27). Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book I (Kindle Locations 1159-1161). Digital Monument Press, LLC. Kindle Edition.


Patrick Wyatt and Allen Adham were discussing unit selection for Warcraft (yup, the original). This mantra for unit selection persisted thru WC2, BW and WC3. I think it is very valuable to have it back.
You play to win
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 12 2014 21:54 GMT
#10075
We probably would limit unit selection if we could. SC2 engine does not allow for that however, so we can't.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
January 12 2014 23:53 GMT
#10076
The SC2BW mod had limited selection, so it's possible. However Decembercalm mentioned that it would unfairly punish inexperienced players.

The game should be about strategy and fun than imposing arbitrary mechanical skill caps.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
AicyDC
Profile Joined November 2012
United Kingdom67 Posts
Last Edited: 2014-01-13 01:25:36
January 13 2014 00:17 GMT
#10077
On January 12 2014 14:57 Kabel wrote:
Queen
- Remove 1-limit per Hatchery (Possible to get extra Queens for defence. Might be an annoying feature anyway?)
Is it worth getting an extra Queen for Reaper defence? Maybe if the spare energy is worthwile to use on Creep tumors or Nurturing Swarm for faster tech? (So its not a completely worthless investment)


Of course, it will be very worthwhile to open more queens! If you look at SC2, 4 queen openers are very common in ZvT especially ( as well as the other two matchups) because of how useful they are for defending, and how they can get you a very strong creep spread.

My concern is that with nurturing swarm, they will be too good. 6 queens could be used to easily tech up to get ridiculous spire timings and things like that, or it could be used in a way that zerg never has to scout or prepare to defend all-ins. I played a game yesterday where I didn't scout the terran's all-in at all and I was completely unprepared, but what I could do is nurturing swarm 2 spines in a panic move which meant I could defend easily. This was with only 2 queens, both of which were injecting so they didn't have much spare energy. Imagine if Zergs were opening up 6 queens on 2 base like they did in WoL, this would mean they can drone drone drone like in WoL using their queens to defend PLUS they can use nurturing swarm to not only get really fast tech/extra bases but also really fast defences if their oppoment decides to attack. This could lead to the same turtle to 80 drones into broodlord/infestor type playstyle that plauged WoL.

I definitely want the remove 1-limit per Hatchery rule, because I feel like it's kind of arbitrary and makes many many possible zerg openers viable (e.g you pretty much have to open zergling speed vs reapers in SB, otherwise you will die to reapers - and the vultures after that). 4 queen openers are a great thing in SC2, and increase the number of viable builds from zerg a lot, but with nurturing swarm I fear zerg might be too strong and be able to defend very easily with them.

So, currently the queen is way too complicated. Many people feel like the changes were made for the sake of changing them. I love the new inject, but the other changes are meh. I'd like to remove the 1-limit per hatchery cap but also remove nurturing swarm or nerf it so that with multiple queens it wouldn't be so strong. Something else worth considering is removing the ability enrage, and replace it with the standard SC2 attack, but range 3. I'll discuss this below with the reaper.

On January 12 2014 14:57 Kabel wrote:Will this be enough to "solve" the potential Reaper vs Zerg early game problem?


In order to solve this problem, I think there are two paths to go down:

1. Make creep give a speed bonus (and remove the regen)
2. Give queens an auto-attack, remove enrage
3. Secret and better third option: do both and decrease queen health and make their attack only range 3)

I'll discuss 1 first
I think creep is a fantastic thing in SC2, and one of the things that Blizz managed to do right. To steal from a reddit quote:
MuzzyIsMe wrote:
Why remove speed on creep? I think that's a great mechanic that encourages more skill (creep spread and removal) and really gives a tense feeling as an army marches onto creep. You are now in Zerg territory. If it doesn't give speed, it's not really scary. The regen is hardly significant.


Creep is a great thing in SC2, that shows great skill in player, adds excitement and makes for interesting games. Spreading creep is a whole of a lot less worthwhile in Starbow not just because of the removed speed buff, but also because of the queen cap making spreading creep a lot harder and moving detection is a lot more common and used in Starbow than in SC2. (Especially for terran who both can use scans very liberally as they aren't sacrificing a mule, and nearly always have science vessels in their army composition after a certain point because they're a very good unit).

Giving creep speed back in SC2 so that zerglings are faster (or maybe the same speed as) reapers on creep would mean that unlike now, reapers could no longer indefinitely kite zerglings and zerglings would be an effective way to deal with reapers but only with good micro from the zerg. This would result in a fun back and forth like we have in hots, where you are pulling the weak zerglings back, and only chasing the reapers up till the edge of creep.

I understand that Zerg already has a defenders advantage with lurkers and small chokes into bases, and you want to detach zerg units from creep. Additionally there was the problem in ZvP where hydras rolled zealots on creep because they were able to kite the zealots, and zealots rolled hydras off creep because zealots were significantly faster leading to boring gameplay where both players didn't attack. Therefore I propose you bring creep speed back but with the following changes:
1. Something like only 60% of the speed bonus compared to what it is in SC2 for most units
2. For speed hydras (zerglings and hydralisks), what the speed upgrade does is bring the off creep speed up to the same as the on creep speed. So once the speed upgrade is researched, hydras and zerglings are the same speed on creep as they are off creep. This may seem like an arbitrary rule to fix one area of gameplay, which we don't like and can be confusing, but if you simply made the description of the upgrade "brings zerglings/hydralisks off creep speed up to their on creep speed" you can see how this doesn't really seem arbitrary at all, and does a good job of avoiding the issue of hydras on creep that are far too good vs units like zealots, and super zerglings which are insanely mobile for defending drops or getting a very fast surround.

2
I don't like enrage as an ability. It may increase some kind of decision making choice, but does nothing to increase mechanical skill. Some may think it does, but pressing 5e (I'll have my queen hotkeyed on 5, and then the hotkey for enrage is e) takes less than 100ms for any masters player. It leads to a situation where the terran will bait out an enrage, and then fall back and boringly wait for 20 seconds until it goes off at which point it just runs past the queen and attacks however many drones he likes. (or kites and kills lots of lings before going to the drones). The terran can't just run past and try and scoot and shoot to kill drones because enrage does so much damage, and he can't engage the queen because enrage does so much damage. This is much less interesting, much more frustrating for the zerg player and leaves a lot less room for the zerg player to actually micro and show skill himself compared to a back and forth between the reapers and queen/zerglings and reapers running past the queen which does consistent but low damage and scoot and shooting to pick off drones, trying to barely get away with minimal health and maximum kills possible whilst the zerg player stutter steps and manuevers both his lings and queens in order to try and kill the reaper, whilst also pulling damaged drones back to avoid them dying. This is what we see in SC2, and it's a very interesting part of gameplay that is one of the things that Blizzard has done very well with Hots.

3
Return the creep speed boost, give queens an auto attack and remove enrage, remove the one queen per base cap. But also reduce queen HP from 150 to 80, and reduce their attack range to 3.
What this means is that zerg can deal with reapers in a fun, interactive, way for both players but also that queens don't become a boring means of defending both terran and protoss aggression easily like they became in WoL.

TL;DR

Full list of my changes in my ideal world:
- Units on creep get a speed bonus
- Zergling and Hydralisk speed simply brings their off creep speed up to their on creep speed, rather than increasing both on creep speed and off creep. Or alternatively it could bring both speeds up, but still to the same value.
- One queen per base cap removed
- Enrage removed, replaced with the old attack but range 3
- Queen health nerfed to 80
- Nurturing swarm either removed or nerfed as it would be too strong and could lead to WoL-esque gameplay. Perhaps instead of increasing spawn rate by 100% for 20 seconds at the cost of 25 energy, it could something like increasing spawn rate by 50% for 15 seconds at the cost of 50 energy
It wasn't raining when noah built the ark
fierywinds
Profile Joined October 2010
22 Posts
January 13 2014 01:13 GMT
#10078
Not sure if this is where I should leave feedback, but the khaydarin citadel protrusion from the nexus has the potential to obstruct vision of units above the nexus, especially probes mining gas, and make it hard to click on them, especially if there is a lot going on and you have to target fast. Possibly lower the height of that protrusion or remove it altogether and have a different graphic for it?
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 13 2014 01:18 GMT
#10079
On January 13 2014 09:17 AicyDC wrote:
Show nested quote +
On January 12 2014 14:57 Kabel wrote:
Queen
- Remove 1-limit per Hatchery (Possible to get extra Queens for defence. Might be an annoying feature anyway?)
Is it worth getting an extra Queen for Reaper defence? Maybe if the spare energy is worthwile to use on Creep tumors or Nurturing Swarm for faster tech? (So its not a completely worthless investment)


Of course, it will be very worthwhile to open more queens! If you look at SC2, 4 queen openers are very common in ZvT especially ( as well as the other two matchups) because of how useful they are for defending, and how they can get you a very strong creep spread.

My concern is that with nurturing swarm, they will be too good. 6 queens could be used to easily tech up to get ridiculous spire timings and things like that, or it could be used in a way that zerg never has to scout or prepare to defend all-ins. I played a game yesterday where I didn't scout the terran's all-in at all and I was completely unprepared, but what I could do is nurturing swarm 2 spines in a panic move which meant I could defend easily. This was with only 2 queens, both of which were injecting so they didn't have much spare energy. Imagine if Zergs were opening up 6 queens on 2 base like they did in WoL, this would mean they can drone drone drone like in WoL using their queens to defend PLUS they can use nurturing swarm to not only get really fast tech/extra bases but also really fast defences if their oppoment decides to attack. This could lead to the same turtle to 80 drones into broodlord/infestor type playstyle that plauged WoL.

I definitely want the remove 1-limit per Hatchery rule, because I feel like it's kind of arbitrary and makes many many possible zerg openers viable (e.g you pretty much have to open zergling speed vs reapers in SB, otherwise you will die to reapers - and the vultures after that). 4 queen openers are a great thing in SC2, and increase the number of viable builds from zerg a lot, but with nurturing swarm I fear zerg might be too strong and be able to defend very easily with them.

So, currently the queen is way too complicated. Many people feel like the changes were made for the sake of changing them. I love the new inject, but the other changes are meh. I'd like to remove the 1-limit per hatchery cap but also remove nurturing swarm or nerf it so that with multiple queens it wouldn't be so strong. Something else worth considering is removing the ability enrage, and replace it with the standard SC2 attack, but range 3. I'll discuss this below with the reaper.

Show nested quote +
On January 12 2014 14:57 Kabel wrote:Will this be enough to "solve" the potential Reaper vs Zerg early game problem?


In order to solve this problem, I think there are two paths to go down:

1. Make creep give a speed bonus (and remove the regen)
2. Give queens an auto-attack, remove enrage
3. Secret and better third option: do both and decrease queen health and make their attack only range 3)

I'll discuss 1 first
I think creep is a fantastic thing in SC2, and one of the things that Blizz managed to do right. To steal from a reddit quote:
Show nested quote +
MuzzyIsMe wrote:
Why remove speed on creep? I think that's a great mechanic that encourages more skill (creep spread and removal) and really gives a tense feeling as an army marches onto creep. You are now in Zerg territory. If it doesn't give speed, it's not really scary. The regen is hardly significant.


Creep is a great thing in SC2, that shows great skill in player, adds excitement and makes for interesting games. Spreading creep is a whole of a lot less worthwhile in Starbow not just because of the removed speed buff, but also because of the queen cap making spreading creep a lot harder and moving detection is a lot more common and used in Starbow than in SC2. (Especially for terran who both can use scans very liberally as they aren't sacrificing a mule, and nearly always have science vessels in their army composition after a certain point because they're a very good unit).

Giving creep speed back in SC2 so that zerglings are faster (or maybe the same speed as) reapers on creep would mean that unlike now, reapers could no longer indefinitely kite zerglings and zerglings would be an effective way to deal with reapers but only with good micro from the zerg. This would result in a fun back and forth like we have in hots, where you are pulling the weak zerglings back, and only chasing the reapers up till the edge of creep.

I understand that Zerg already has a defenders advantage with lurkers and small chokes into bases, and you want to detach zerg units from creep. Additionally there was the problem in ZvP where hydras rolled zealots on creep because they were able to kite the zealots, and zealots rolled hydras off creep because zealots were significantly faster leading to boring gameplay where both players didn't attack. Therefore I propose you bring creep speed back but with the following changes:
1. Something like only 60% of the speed bonus compared to what it is in SC2 for most units
2. For speed hydras (zerglings and hydralisks), what the speed upgrade does is bring the off creep speed up to the same as the on creep speed. So once the speed upgrade is researched, hydras and zerglings are the same speed on creep as they are off creep. This may seem like an arbitrary rule to fix one area of gameplay, which we don't like and can be confusing, but if you simply made the description of the upgrade "brings zerglings/hydralisks off creep speed up to their on creep speed" you can see how this doesn't really seem arbitrary at all, and does a good job of avoiding the issue of hydras on creep that are far too good vs units like zealots, and super zerglings which are insanely mobile for defending drops or getting a very fast surround.

2
I don't like enrage as an ability. It may increase some kind of decision making choice, but does nothing to increase mechanical skill. Some may think it does, but pressing 5e (I'll have my queen hotkeyed on 5, and then the hotkey for enrage is e) takes less than 100ms for any masters player. It leads to a situation where the terran will bait out an enrage, and then fall back and boringly wait for 20 seconds until it goes off at which point it just runs past the queen and attacks however many drones he likes. (or kites and kills lots of lings before going to the drones). The terran can't just run past and try and scoot and shoot to kill drones because enrage does so much damage, and he can't engage the queen because enrage does so much damage. This is much less interesting, much more frustrating for the zerg player and leaves a lot less room for the zerg player to actually micro and show skill himself compared to a back and forth between the reapers and queen/zerglings and reapers running past the queen which does consistent but low damage and scoot and shooting to pick off drones, trying to barely get away with minimal health and maximum kills possible whilst the zerg player stutter steps and manuevers both his lings and queens in order to try and kill the reaper, whilst also pulling damaged drones back to avoid them dying. This is what we see in SC2, and it's a very interesting part of gameplay that is one of the things that Blizzard has done very well with Hots.

3
Return the creep speed boost, give queens an auto attack and remove enrage, remove the one queen per base cap. But also reduce queen HP from 150 to 80, and reduce their attack range to 3.
What this means is that zerg can deal with reapers in a fun, interactive, way for both players but also that queens don't become a boring means of defending both terran and protoss aggression easily like they became in WoL.

TL;DR

Full list of my changes in an ideal world:
- Units on creep get a speed bonus
- Zergling and Hydralisk speed simply brings their off creep speed up to their on creep speed, rather than increasing both on creep speed and off creep. Or alternatively it could bring both speeds up, but still to the same value.
- One queen per base cap removed
- Enrage removed, replaced with the old attack but range 3
- Queen health nerfed to 80
- Nurturing swarm either removed or nerfed as it would be too strong and could lead to WoL-esque gameplay. Perhaps instead of increasing spawn rate by 100% for 20 seconds at the cost of 25 energy, it could something like increasing spawn rate by 50% for 15 seconds at the cost of 50 energy

I really really don't want to see speed on creep. Think about it this way. If they gave zergs that advantage, they would need to nerf something else to compensate (either nerf something about zerg units attack or defense stats, or nerf their movement speed off creep). Either way, you are binding the zerg army to creep. Starbow is about spreading out and attacking everywhere.
fierywinds
Profile Joined October 2010
22 Posts
January 13 2014 01:21 GMT
#10080
Agreed^

Speed on creep was zerg's defender advantage sort of, in sc2. In starbow, zergs have lurkers and darkswarm which are amazing defense, there is no need for speed bonus on creep
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