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On January 16 2014 05:49 IeZaeL wrote: What about allowing the nydus to morph into one of the 2 hots scrapped evolutions ? A siege unit could be good , and a creep spreeder also.
That's a cool idea, but apparently people are talking about removing (or already is removed) Zerg speed on creep. Which makes creep spread pointless, and is a stupid idea in general.
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So why aren't Hellions in Starbow? I realize they overlap a little bit with Vultures in being fast, harassy mech units that are good against light, but they have enough differences (the line AoE versus Spider Mine ability) that there are definitely situations you might want one over the other.
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United States11390 Posts
On January 16 2014 05:27 Crownlol wrote:Show nested quote +On January 16 2014 05:23 SolidSMD wrote: ^medics allow for early bio pushes, medivacs come into play way too late.
Corsair > pheonix big time for balance in air pvz, this means pheonix is out. For voidray, it's one of the most hated units of sc2. Why is the Corsair better than the Phoenix in PvZ? I'm new to Starbow. Corsairs have splash damage unlike phoenix.
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On January 16 2014 06:14 Grr Arr Rawr wrote: So why aren't Hellions in Starbow? I realize they overlap a little bit with Vultures in being fast, harassy mech units that are good against light, but they have enough differences (the line AoE versus Spider Mine ability) that there are definitely situations you might want one over the other. There are definitely situations where you would prefer Hellions over Vultures which is why there is only one of them in the game. As you have said that they already fill the same niche but if both are available, it would make the mineral only factory units be able to deal with a larger array of threats that it should not be able to. It would cover up another weakness mech has in the AoE anti light party which makes too good already.
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Would it be possible to add in greater colour differentiation for the dragoon? I was watching the ESL tourney earlier and in PvPs dragoon vs dragoon armies look indistinguishable, to me at least. Other than that love what you're doing with the mod, keep up the good work!
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United Kingdom1381 Posts
So you're asking for a stronger colours mod for Starbow?
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Not really the STM, just make the dragoons slightly more distinguishable for the viewers and players, i would say that the vultures need the same they become quite confusing in TvT.
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Why not make the player colors the primary color on the unit, and the original color (such as the yellow of the dragoon) where the player color would be? Is that possible?
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So, what about a 2vs2vs2vs2 BGH map based on this?
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Once 2.1 is out you would probably be able to play this on any map...
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On January 16 2014 05:55 Crownlol wrote:Show nested quote +On January 16 2014 05:49 IeZaeL wrote: What about allowing the nydus to morph into one of the 2 hots scrapped evolutions ? A siege unit could be good , and a creep spreeder also. That's a cool idea, but apparently people are talking about removing (or already is removed) Zerg speed on creep. Which makes creep spread pointless, and is a stupid idea in general.
Ok first of all, don't call the idea stupid w/o getting to the bottom of it. Even though the speed boost have been removed, Zerg unit's regenerate faster on creep.
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On January 16 2014 10:03 Zaphod Beeblebrox wrote: Once 2.1 is out you would probably be able to play this on any map... Except maps by default have the standard SC2 8m2g bases and Starbow is balanced for 7m1g, with 9m1g mains. I highly doubt the extension mod would be capable of automatically removing a mineral and a geyser from each base and adding an extra mineral at the mains.
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On January 16 2014 13:14 Xiphos wrote:Show nested quote +On January 16 2014 05:55 Crownlol wrote:On January 16 2014 05:49 IeZaeL wrote: What about allowing the nydus to morph into one of the 2 hots scrapped evolutions ? A siege unit could be good , and a creep spreeder also. That's a cool idea, but apparently people are talking about removing (or already is removed) Zerg speed on creep. Which makes creep spread pointless, and is a stupid idea in general. Ok first of all, don't call the idea stupid w/o getting to the bottom of it. Even though the speed boost have been removed, Zerg unit's regenerate faster on creep. Creep spread is actually pretty good in starbow right now. It drastically reduces the ability to harass the zerg, the map vision it brings to the table is invaluable atm.
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Are arbiters bugged? Maybe I'm crazy but I played a few games yesterday and their spells did not show up at all, even after researching them.
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On January 16 2014 13:31 decemberscalm wrote:Show nested quote +On January 16 2014 13:14 Xiphos wrote:On January 16 2014 05:55 Crownlol wrote:On January 16 2014 05:49 IeZaeL wrote: What about allowing the nydus to morph into one of the 2 hots scrapped evolutions ? A siege unit could be good , and a creep spreeder also. That's a cool idea, but apparently people are talking about removing (or already is removed) Zerg speed on creep. Which makes creep spread pointless, and is a stupid idea in general. Ok first of all, don't call the idea stupid w/o getting to the bottom of it. Even though the speed boost have been removed, Zerg unit's regenerate faster on creep. Creep spread is actually pretty good in starbow right now. It drastically reduces the ability to harass the zerg, the map vision it brings to the table is invaluable atm. This. Creep already needs to be spread. I really like where creep is currently
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Hm, irradiate stacks in BW, but disregarding balance, I don't really think it should stack in Starbow (I think it does?), considering there's smartcast and all. Shift clicking is way too easy.
(also, +1 for having a non-smartcast version. Irradiate can stack then.)
Creep is fine as it is now. Way more important and "stronger" than people think.
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If irradiate is allowed to stack that's more justification for disabling smartcast.
Also, I'm not conviced by the "creep = map control" argument, since there are many other ways to keep tabs on your opponent. I'd hate for there to be a situation where it is considered "correct play" to simply not spread creep because it's a waste of queen energy or something.
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On January 16 2014 13:49 KingLumps wrote: Are arbiters bugged? Maybe I'm crazy but I played a few games yesterday and their spells did not show up at all, even after researching them. Bug with simple command card enabled, already fixed in the big patch fixed on the hard disk.
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On January 16 2014 13:26 -NegativeZero- wrote:Show nested quote +On January 16 2014 10:03 Zaphod Beeblebrox wrote: Once 2.1 is out you would probably be able to play this on any map... Except maps by default have the standard SC2 8m2g bases and Starbow is balanced for 7m1g, with 9m1g mains. I highly doubt the extension mod would be capable of automatically removing a mineral and a geyser from each base and adding an extra mineral at the mains.
Actually it should be possible, triggers can be run from extension mods, they can add/remove resource units and mains are marked with Start Locations which are just Points that you can use in triggers
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