[A] Starbow - Page 508
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shin_toss
Philippines2589 Posts
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Zaphod Beeblebrox
Denmark697 Posts
On January 15 2014 07:47 shin_toss wrote: It's actually good, have been thinking of this exactly long time ago, Warp gates use are only for special uses like harrasment warp ins and gives the defenders advantage in XvP since P can only get it after Twilight tech. Necro posting much? that post is from the early development of StarBow | ||
shin_toss
Philippines2589 Posts
On January 15 2014 08:39 Zaphod Beeblebrox wrote: Necro posting much? that post is from the early development of StarBow just gave out on opinion on this -_- | ||
CutTheEnemy
Canada373 Posts
Ryung vs Impact If you guys can continue to get pros to play games of this quality, you could get a sustainable scene that could get pros and tournaments involved regularly. Potentially. Anyway, the reason I posted the comment here though: the dark swarms are almost invisible on some tilesets. When Impact used them I had to actively look for them to even realize they were in place- you'll notice TB hesitating before he declares one is in place because he's not sure. ============================================ Also, can I offer some advice now that your mod is becoming popular? In Engineering, we have a saying: "when everybody compromises, nobody gets what they want and nothing works." Community pressure had a huge effect on sc2, and you guys need to listen but make sure not to be pushed around or carried away. If you can manage that, this game could be really big ![]() | ||
Hider
Denmark9341 Posts
On January 15 2014 09:16 CutTheEnemy wrote: Just watched this match: Ryung vs Impact If you guys can continue to get pros to play games of this quality, you could get a sustainable scene that could get pros and tournaments involved regularly. Potentially. Anyway, the reason I posted the comment here though: the dark swarms are almost invisible on some tilesets. When Impact used them I had to actively look for them to even realize they were in place- you'll notice TB hesitating before he declares one is in place because he's not sure. ============================================ Also, can I offer some advice now that your mod is becoming popular? In Engineering, we have a saying: "when everybody compromises, nobody gets what they want and nothing works." Community pressure had a huge effect on sc2, and you guys need to listen but make sure not to be pushed around or carried away. If you can manage that, this game could be really big ![]() Lots of (small) changes have actually been implemented since that game. DS is now more visible. | ||
fierywinds
22 Posts
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fierywinds
22 Posts
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dvorakftw
681 Posts
With high ground advantage and no warpgate, I think the starting count could go as high as 16 workers without being gamebreaking since that would be over initial supply and worker scouting would have much less early game economic impact. To be clear, I'm not sure this is a good idea. Perhaps it would actually limit gameplay because certain builds would complete too quickly. I just want to see it tried. | ||
Bswhunter
Australia954 Posts
Also giving burrow move to ALL units, whats up with that o.0 | ||
Foxxan
Sweden3427 Posts
Also giving burrow move to ALL units, whats up with that o.0 Yeah. Not sure really about that one | ||
Xiphias
Norway2223 Posts
On January 15 2014 15:19 Bswhunter wrote: Also giving burrow move to ALL units, whats up with that o.0 I sooo want people to discover this one! We have no idea if it is OP or not, but very few have tried it to my knowledge. | ||
Mullet_Ben
United States54 Posts
Also, what was the reasoning behind corsairs over phoenixes? Phoenixes seem to have a lot more potential for micro. | ||
kellymilkies
Singapore1393 Posts
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Big J
Austria16289 Posts
On January 15 2014 15:19 Bswhunter wrote: Going back to the creep discussion a couple of pages ago, I think that zerg should get a slight bonus to regen (Like a couple extra hp every few seconds) and possibly have burrowed units move faster. I'm fine with the vision advantage. It gives active Zerg players a defensive positional advantage to match the (mid-lategame) infinite scans which provide an aggressive positional advantage for Terran. But I'd like to have something done to the queen's cooldown on creep tumors. It's so easy to take down huge portions of creep with observers and vessels being such integral parts of P/T armies, while it is really hard to replenish creep in the lategame, once it has been destroyed. Also, since the queen only has abilities with cooldowns or that cannot be stacked, it's basically impossible to get something useful out of high energy queens. I'd propose to get rid of the cooldown completely and maybe increase the energy needed to place a tumor from 25 to 25-50. | ||
Dubo
United States161 Posts
With roaches it felt too easy to just charge into anything Terran has and get at least an equal trade. Vs tanks, you can just burrow under whatever meatsheild units Terran has to defend his tanks, and the tanks kill it all for you with their splash, then you unburrow on the tanks and kill them while they kill themselves with their own splash. Maybe burrow charge should get a speed or damage resistance nerf. With reapers, all you have to do to snipe a base is jump up a cliff with about 10 of them and throw mines next to it, then it's guaranteed dead. It's basically an instant kill on a base and it feels like something that should be in SC2 but not Starbow. I also played around with a 1 base reaper pressure using the mines and it was very effective. I just constantly would throw mines at the natural and any buildings I could get close to and they'd eventually go down. If someone with better micro and multitasking tried something like that, I can see some insane potential for a 1 base all in or a strong TvX opening. Maybe the mines should do less damage vs buildings, or be destructible, or not regenerate. | ||
Xiphias
Norway2223 Posts
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Hider
Denmark9341 Posts
On January 15 2014 19:17 Dubo wrote: After playing a lot of games today, two things stood out to me as possibly imbalanced. With roaches it felt too easy to just charge into anything Terran has and get at least an equal trade. Vs tanks, you can just burrow under whatever meatsheild units Terran has to defend his tanks, and the tanks kill it all for you with their splash, then you unburrow on the tanks and kill them while they kill themselves with their own splash. Maybe burrow charge should get a speed or damage resistance nerf. With reapers, all you have to do to snipe a base is jump up a cliff with about 10 of them and throw mines next to it, then it's guaranteed dead. It's basically an instant kill on a base and it feels like something that should be in SC2 but not Starbow. I also played around with a 1 base reaper pressure using the mines and it was very effective. I just constantly would throw mines at the natural and any buildings I could get close to and they'd eventually go down. If someone with better micro and multitasking tried something like that, I can see some insane potential for a 1 base all in or a strong TvX opening. Maybe the mines should do less damage vs buildings, or be destructible, or not regenerate. Please upload reps of all games you have that you think illustrates balance issues. | ||
fierywinds
22 Posts
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decemberscalm
United States1353 Posts
On January 15 2014 21:38 fierywinds wrote: I think a lot of sc2 zerg units were weaker because they had the advantage of creep half the time. In starbow, the creep advantage was removed but some units stats remained the same (e.g. banelings). Has this been taken into account? If they were ported in with the same stats but did not have creep advantage, the sc2 zerg units would be inferior to the broodwar zerg units (roaches got that new burrow ability so this possibly only affects banes, and maybe lings?) We wanted to see the baeling in a more ambush or flanking roll. Charging headlong into a fight is what we want to see the lurker for. The baneling itself is a pretty cool unit, but when used for direct engagements it can lead to really short almost instantly over fights without the turbo charged eco of SC2. The lurker however can be quit a bit trickier and lead to much more prolonged head on fights. However, don't underestimate the baneling ambushes or big zerg flanks in the middle of the map supplemented by banelings. Baneling mines, banelings bombs from ovies. That sorta thing. Additionally, they do some pretty cool stuff zvz. | ||
bhfberserk
Canada390 Posts
Is Starbow = BW2?? | ||
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