What was the reason behind cutting Void ray and replacing Broodlord with Guardian? I understand that the latter has "good old brood war style", but while both units have the same function. broodlorg arguably looks cooler and definitely has more fun and interesting way of attack...
[A] Starbow - Page 517
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Arston
Russian Federation13 Posts
What was the reason behind cutting Void ray and replacing Broodlord with Guardian? I understand that the latter has "good old brood war style", but while both units have the same function. broodlorg arguably looks cooler and definitely has more fun and interesting way of attack... | ||
Doominator10
United States515 Posts
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StarscreamG1
Portugal1652 Posts
On January 23 2014 21:49 Arston wrote: One more question: What was the reason behind cutting Void ray and replacing Broodlord with Guardian? I understand that the latter has "good old brood war style", but while both units have the same function. broodlorg arguably looks cooler and definitely has more fun and interesting way of attack... :O I'm SO afraid when someone says broodlords (broodlings) are better for the game than Guardians ![]() | ||
StarscreamG1
Portugal1652 Posts
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Trotim
Germany95 Posts
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Xiphias
Norway2223 Posts
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Grumbels
Netherlands7028 Posts
On January 23 2014 23:43 Doominator10 wrote: ^ The way broodlings interrupt pathing is extremely hard to work around, so things like goliaths and dragoons would never be able to touch a bunch of them. If you notice they removed broodlings from buildings as well, the theme is No Free Units Ever! (Mines being a quasi exception). Broodlings from buildings are cool though, you should put them in. | ||
decemberscalm
United States1353 Posts
On January 24 2014 04:05 Grumbels wrote: Broodlings from buildings are cool though, you should put them in. Free cleanup of harassment units. Kinda anti sbow philosophy. | ||
Grumbels
Netherlands7028 Posts
On January 24 2014 04:07 decemberscalm wrote: Free cleanup of harassment units. Kinda anti sbow philosophy. It's not free cleanup of harassment units. Broodlings only activate when you've already lost a building (i.e. not-free ). I like the idea behind broodlings. If you take banelings, then even if you kill the opponent's army you don't necessarily have a deciding advantage because banelings will die both in victory and defeat, and because banelings alone can't clean up a base. Broodlings are similar, except they're defensively oriented: if you have a force of marines in your opponent's base then you can't simply attack-move and kill all the buildings. There is a trade, for every building you destroy the zerg player is guaranteed to at least threaten the harassment force. You won't lose any units to broodlings if you micro your marines, anyway. And defensive structures such as spine crawlers don't spawn broodlings in death. They're like the least problematic addition to SC2 that I can think of honestly. | ||
Xiphias
Norway2223 Posts
Just a heads up that we have not stopped, just moved arena. If all the stuff we discuss now would be in this forum it would be 1k posts long. We are more alive than ever, just not too much on this forum. We are checking it from time to time, so feel free to post suggestions. Your suggestions will be discussed in our groups. | ||
Code
Canada634 Posts
On January 25 2014 01:25 Xiphias wrote: Btw, the Starbow dev's are not posting too much here anymore, we are using skype-groups more now. Just a heads up that we have not stopped, just moved arena. If all the stuff we discuss now would be in this forum it would be 1k posts long. We are more alive than ever, just not too much on this forum. We are checking it from time to time, so feel free to post suggestions. Your suggestions will be discussed in our groups. Should we be posting here or in the Starbow Beta thread in sc2 general? Seems like there is some overlap | ||
AnteZ
Germany29 Posts
I just wanted to give you another update on my experiments with spread out unit movement. December kindly invited me to the starbow chat group. Can't wait to talk to you :-) The current implementation works like this: - All land units are added to collision group "unused land 11" - All land units create a blocker unit every 4 seconds. The blocker unit is ordered to follow the unit that created it. - The blocker unit has a timed life of 3.8 seconds - The blocker unit only interacts with other units (untargettable, unselectable, un-everything, but they are in collision group "unused land 11") To prevent the blocker units from shielding retreating melee attackers, another component was added. - All units (should be changed to all melee units imo) have an aura with radius 1 that - destroys blocker unit - puts a buff on other units to prevent them from spawning blocker units for 2 seconds I have made a mod out of this and applied it to a starbow map, to test out how this feels in a real game. You can check out the replays here, here, here and here. Below are some screenshot to give you a feel of the visual impact of the new army movement. The white dots show the position of the blocker units. They will be invisible in the final version, ofcourse. ![]() ![]() ![]() ![]() Some observations: - In low numbers, there is hardly any noticabe effect. As a result, units stand closer together than vanilla starbow. - When idle, units are not automatically spread out like in vanilla starbow. The emerging unit formations are much more chaotic, but also a bit tighter. Instead of a perfect grid, the unit form small clusters with gaps in between. - When moving over long distances, the units spread out. The formation is never the same. - Clumps still do happen. Especially around cliffs and when you manually order your units to clump. - In playing around with the blocker unit stats i have discovered that we have an indirect control over the amount of spreading that occurs by adjusting their size, movementspeed, acceleration and collsion with cliffs . Bugs that have since been fixed: - I forgot to apply the kill aura in the first few replays. - Sometimes, blocker units would get "lost". If you would like to play around with this on your own, you can just add my mod to any map and it should work. Takes only a minute. The mod is named "Spread Out Movements" and is uploaded on eu. | ||
Arston
Russian Federation13 Posts
On January 23 2014 23:43 Doominator10 wrote: the theme is No Free Units Ever! (Mines being a quasi exception). Well, in BW there were broodlings (free bonus to insta killing unit - which was more powerful than current abduct btw) too :-) Very weak, sure, but useful for dealing with tank groups... On January 25 2014 01:25 Xiphias wrote: Btw, the Starbow dev's are not posting too much here anymore, we are using skype-groups more now. Just a heads up that we have not stopped, just moved arena. If all the stuff we discuss now would be in this forum it would be 1k posts long. We are more alive than ever, just not too much on this forum. We are checking it from time to time, so feel free to post suggestions. Your suggestions will be discussed in our groups. I see. Hope they will read my suggestions :-) Also, is adding more BW stuff in plans? Such as dark archon or shield battery, or ?.. | ||
JohnnyZerg
Italy378 Posts
On January 25 2014 03:18 AnteZ wrote: Hello guys, I just wanted to give you another update on my experiments with spread out unit movement. December kindly invited me to the starbow chat group. Can't wait to talk to you :-)+ Show Spoiler + The current implementation works like this: - All land units are added to collision group "unused land 11" - All land units create a blocker unit every 4 seconds. The blocker unit is ordered to follow the unit that created it. - The blocker unit has a timed life of 3.8 seconds - The blocker unit only interacts with other units (untargettable, unselectable, un-everything, but they are in collision group "unused land 11") To prevent the blocker units from shielding retreating melee attackers, another component was added. - All units (should be changed to all melee units imo) have an aura with radius 1 that - destroys blocker unit - puts a buff on other units to prevent them from spawning blocker units for 2 seconds I have made a mod out of this and applied it to a starbow map, to test out how this feels in a real game. You can check out the replays here, here, here and here. Below are some screenshot to give you a feel of the visual impact of the new army movement. The white dots show the position of the blocker units. They will be invisible in the final version, ofcourse. ![]() ![]() ![]() ![]() Some observations: - In low numbers, there is hardly any noticabe effect. As a result, units stand closer together than vanilla starbow. - When idle, units are not automatically spread out like in vanilla starbow. The emerging unit formations are much more chaotic, but also a bit tighter. Instead of a perfect grid, the unit form small clusters with gaps in between. - When moving over long distances, the units spread out. The formation is never the same. - Clumps still do happen. Especially around cliffs and when you manually order your units to clump. - In playing around with the blocker unit stats i have discovered that we have an indirect control over the amount of spreading that occurs by adjusting their size, movementspeed, acceleration and collsion with cliffs . Bugs that have since been fixed: - I forgot to apply the kill aura in the first few replays. - Sometimes, blocker units would get "lost". If you would like to play around with this on your own, you can just add my mod to any map and it should work. Takes only a minute. The mod is named "Spread Out Movements" and is uploaded on eu. Nice work, What do you think if you disable the ability to push the units, as on bw? | ||
NukeD
Croatia1612 Posts
On January 25 2014 03:18 AnteZ wrote: Hello guys, I just wanted to give you another update on my experiments with spread out unit movement. December kindly invited me to the starbow chat group. Can't wait to talk to you :-) Can you make those dots invisible? On January 25 2014 08:53 JohnnyZerg wrote: Nice work, What do you think if you disable the ability to push the units, as on bw? They said earlier that it makes the game extremelly buggy and somewhat unplayable. | ||
decemberscalm
United States1353 Posts
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ganil
253 Posts
Terran can use their chrono on barracks while they build add-ons (it has no effect). Merged mech upgrades don't work for air on the map I played. | ||
Beef Noodles
United States937 Posts
On January 25 2014 03:18 AnteZ wrote: + Show Spoiler + Hello guys, I just wanted to give you another update on my experiments with spread out unit movement. December kindly invited me to the starbow chat group. Can't wait to talk to you :-) The current implementation works like this: - All land units are added to collision group "unused land 11" - All land units create a blocker unit every 4 seconds. The blocker unit is ordered to follow the unit that created it. - The blocker unit has a timed life of 3.8 seconds - The blocker unit only interacts with other units (untargettable, unselectable, un-everything, but they are in collision group "unused land 11") To prevent the blocker units from shielding retreating melee attackers, another component was added. - All units (should be changed to all melee units imo) have an aura with radius 1 that - destroys blocker unit - puts a buff on other units to prevent them from spawning blocker units for 2 seconds I have made a mod out of this and applied it to a starbow map, to test out how this feels in a real game. You can check out the replays here, here, here and here. Below are some screenshot to give you a feel of the visual impact of the new army movement. The white dots show the position of the blocker units. They will be invisible in the final version, ofcourse. ![]() ![]() ![]() ![]() Some observations: - In low numbers, there is hardly any noticabe effect. As a result, units stand closer together than vanilla starbow. - When idle, units are not automatically spread out like in vanilla starbow. The emerging unit formations are much more chaotic, but also a bit tighter. Instead of a perfect grid, the unit form small clusters with gaps in between. - When moving over long distances, the units spread out. The formation is never the same. - Clumps still do happen. Especially around cliffs and when you manually order your units to clump. - In playing around with the blocker unit stats i have discovered that we have an indirect control over the amount of spreading that occurs by adjusting their size, movementspeed, acceleration and collsion with cliffs . Bugs that have since been fixed: - I forgot to apply the kill aura in the first few replays. - Sometimes, blocker units would get "lost". If you would like to play around with this on your own, you can just add my mod to any map and it should work. Takes only a minute. The mod is named "Spread Out Movements" and is uploaded on eu. Awesome work. Looks great | ||
Grumbels
Netherlands7028 Posts
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purakushi
United States3300 Posts
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