• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:36
CEST 09:36
KST 16:36
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion Pros React To: First 'Fastest' Map in ASL History BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Toronto invitational lan 22 august [Megathread] Daily Proleagues [ASL22] Ro24 Group B [ASL22] Ro24 Group A
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5167 users

[A] Starbow - Page 523

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 521 522 523 524 525 537 Next
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-02-03 18:44:15
February 03 2014 18:39 GMT
#10441

Wait wait wait, roaches don't take dmg from spider mines? o.0



Sorry that confused you, as I said, I played terrible, but, with SC2 pathing, Hydras still push each other in the range of spider mines, which make them an unrealiable tool to clean minefields, which leave zerg with 1 option against a meching terran. However if roaches take no dmg from spider mines, I have to investigate that.


Sorry my first two comments are wrong. I meant that they fared better vs Spider Mines in battles (can tank two shots and you can force friendly fire). Not that they don't take damage.
Reg. your replay: I also edited it. We are definitely looking at Spider Mines now. Though the issue here might have to do with weird Hydra pathing. My bad.

Another thing that probably will also happen next patch is a speedbuff to Overseers so it moves at the same speed as Speedhydralisks.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
February 03 2014 18:56 GMT
#10442
On February 04 2014 03:39 Hider wrote:
Show nested quote +

Wait wait wait, roaches don't take dmg from spider mines? o.0


Show nested quote +

Sorry that confused you, as I said, I played terrible, but, with SC2 pathing, Hydras still push each other in the range of spider mines, which make them an unrealiable tool to clean minefields, which leave zerg with 1 option against a meching terran. However if roaches take no dmg from spider mines, I have to investigate that.


Sorry my first two comments are wrong. I meant that they fared better vs Spider Mines in battles (can tank two shots and you can force friendly fire). Not that they don't take damage.
Reg. your replay: I also edited it. We are definitely looking at Spider Mines now. Though the issue here might have to do with weird Hydra pathing. My bad.

Another thing that probably will also happen next patch is a speedbuff to Overseers so it moves at the same speed as Speedhydralisks.


Ah I see^^. No hard feelings, much <3 to you Hider.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-02-03 19:37:21
February 03 2014 19:03 GMT
#10443
Looked a bit more at the Hydra vs Spider Mine issue. I think (not sure but think) that the issue arrises when there is a Hydralisks behind an attacking flank of other Hydralisks. Here the Hydralisks will "push" the Hydralisk directly in front of it forward which means that the Hydralisk (in the front) can be targetted.
I still think that if you get a perfect flank, then you will never be targetable (as long as you have detection). That may help you in the next game you play, but obvoulsy its not a long-term sustainable solution (it makes it too hard). Next patch it should be fixed, either by changing the AI or simply reducing manual target range even further.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-02-03 21:35:24
February 03 2014 21:33 GMT
#10444
Looked into roaches a bit more. Pretty dope I gotta say. Found a Bug.

BUG: When you burrow roaches, zerglings burrow aswell if they are in the same controll group if you got burrow, even though they are not on the same hotkeys(roach burrow and normal burrow) and are different upgrades, and work differently.
edit: and vice versa (if you burrow zerglings, roaches burrow aswell)
lithyeld
Profile Joined October 2011
France13 Posts
February 03 2014 22:08 GMT
#10445
Starbow being streamed at the moment:
http://www.teamliquid.net/video/streams/Millenium

The stream is in French, tough :-)
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
February 04 2014 00:25 GMT
#10446
I think moving most of the discussion out of the forums was a mistake. I used to stop by to read about what you guys were thinking. Now, there are fewer posts, and they aren't really about extensive testing and design.

Makes this thread a lot less interesting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
February 04 2014 00:33 GMT
#10447
Are the mineral mining rates exactly the same per worker and per base as they were in BW? I want to do some posts involving math, and I don't want them to be misinformed.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
February 04 2014 00:35 GMT
#10448
On February 04 2014 09:33 Pontius Pirate wrote:
Are the mineral mining rates exactly the same per worker and per base as they were in BW? I want to do some posts involving math, and I don't want them to be misinformed.

Why don't you test it yourself?
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
February 04 2014 00:44 GMT
#10449
On February 04 2014 09:35 Beef Noodles wrote:
Show nested quote +
On February 04 2014 09:33 Pontius Pirate wrote:
Are the mineral mining rates exactly the same per worker and per base as they were in BW? I want to do some posts involving math, and I don't want them to be misinformed.

Why don't you test it yourself?

My comp hasn't been running SC2 the last couple of weeks. Plus this seems exactly like the kind of question that someone has already tested.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
February 04 2014 00:54 GMT
#10450
On February 04 2014 09:44 Pontius Pirate wrote:
Show nested quote +
On February 04 2014 09:35 Beef Noodles wrote:
On February 04 2014 09:33 Pontius Pirate wrote:
Are the mineral mining rates exactly the same per worker and per base as they were in BW? I want to do some posts involving math, and I don't want them to be misinformed.

Why don't you test it yourself?

My comp hasn't been running SC2 the last couple of weeks. Plus this seems exactly like the kind of question that someone has already tested.

They are not the same cause in BW every race mined a little bit different (Toss had best mining rates)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
February 04 2014 01:02 GMT
#10451
On February 04 2014 09:54 The_Red_Viper wrote:
Show nested quote +
On February 04 2014 09:44 Pontius Pirate wrote:
On February 04 2014 09:35 Beef Noodles wrote:
On February 04 2014 09:33 Pontius Pirate wrote:
Are the mineral mining rates exactly the same per worker and per base as they were in BW? I want to do some posts involving math, and I don't want them to be misinformed.

Why don't you test it yourself?

My comp hasn't been running SC2 the last couple of weeks. Plus this seems exactly like the kind of question that someone has already tested.

They are not the same cause in BW every race mined a little bit different (Toss had best mining rates)

Yeah, I've read all the literature I could find on that. 100:105:118 T, Z, P, respectively. I'm pretty sure SCVs were usually used as the standard tool of measurement though. I've read through ideal mining rates and mining minerals and made a few posts comparing mining rates between SC2 and BW in the past, but I'm looking for some insight into how Starbow compares, especially in the area of how closely it succeeds in emulating the exact BW economy system that is so highly lauded.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-02-04 01:40:22
February 04 2014 01:37 GMT
#10452
As for the mining rates, I found this in the Idra fan club:
On January 26 2014 01:42 Theldiot wrote:
Idra was waiting for someone to do mineral gather rate analysis for starbow. Well, i did it just for him! Since there doesn't seem to be a dedicated starbow forum, so I'm gonna post the link here:

Starbow gather rates analysis link.
http://tinyurl.com/lzurrwh

Please feel free to disperse it in other forums.
The basic conclusions were:

100% saturation means 8 workers on 8 mineral patches.

SPREAD WORKERS! When saturating the base from 100% to 200% saturation, drones add income at an average of 63% efficiency. Past 200% saturation, worker efficiency drops down to 22%.

Always transfer workers to saturate newly created base. It will repay itself in less than a minute and will add 50% increase in income after that.


Edit: Also I agree 100% with BeefNoodles.
Vejita00
Profile Joined February 2014
United States11 Posts
February 04 2014 03:57 GMT
#10453
On February 03 2014 17:49 Xiphias wrote:
We used to have more SC2 sized maps for Starbow and quickly discovered that it is very poorly balanced for those sizes. We'd rather just make more maps. Which we are! Stay tuned

Awesome to hear. Any plans to make any more oddly numbered player maps? Like 5-8? I know Starbow is more competitive focused and it is great for that. Sometimes though, my friends and I just want to play it in a less serious manner like 4v4 or a large FFA. As it is, the only map that supports more than 4 is Big Game Hunters. The worst BW map ever made.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 04 2014 06:17 GMT
#10454
On January 26 2014 01:42 Theldiot wrote:
Idra was waiting for someone to do mineral gather rate analysis for starbow. Well, i did it just for him! Since there doesn't seem to be a dedicated starbow forum, so I'm gonna post the link here:

Starbow gather rates analysis link.
http://tinyurl.com/lzurrwh

Please feel free to disperse it in other forums.
The basic conclusions were:

100% saturation means 8 workers on 8 mineral patches.

SPREAD WORKERS! When saturating the base from 100% to 200% saturation, drones add income at an average of 63% efficiency. Past 200% saturation, worker efficiency drops down to 22%.

Always transfer workers to saturate newly created base. It will repay itself in less than a minute and will add 50% increase in income after that.


You have no idea how happy this test makes me feel! Me and dec worked on Starbow eco for a weeks to make it like this and we our own testing. Seeing others testing and finding more interesting info about the eco system confirmed the work we did

I see so many just re-rallying in Starbow like they do in SC2 instead of transferring workers and I get so mad
aka KanBan85. Working on Starbow.
AnteZ
Profile Joined September 2011
Germany29 Posts
February 04 2014 12:46 GMT
#10455
On January 26 2014 01:42 Theldiot wrote:
Idra was waiting for someone to do mineral gather rate analysis for starbow. Well, i did it just for him! Since there doesn't seem to be a dedicated starbow forum, so I'm gonna post the link here:

Starbow gather rates analysis link.
http://tinyurl.com/lzurrwh

Please feel free to disperse it in other forums.
The basic conclusions were:

100% saturation means 8 workers on 8 mineral patches.

SPREAD WORKERS! When saturating the base from 100% to 200% saturation, drones add income at an average of 63% efficiency. Past 200% saturation, worker efficiency drops down to 22%.

Always transfer workers to saturate newly created base. It will repay itself in less than a minute and will add 50% increase in income after that.


I also did some tests on this but I focussed more on the low end of base saturation (6 to 16 workers). Here are my results.

drones / mining rate per drone
6 56
8 49
10 45
12 41
14 39
16 37

It is in good agreement with previous experiments. Further we see that there are pretty huge differences in mining rate at the low saturation limit. On the order of 5% / drone. Did not expect that.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
February 04 2014 13:37 GMT
#10456
I'm curious about the consistency of the mining rate. Is there some worker behavior where if you don't manually fix it there will be some odd pattern that makes several workers mine less efficiently?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
February 05 2014 12:52 GMT
#10457
The differences in efficiency at low drone counts might be due to mineral layout rather than worker behaviour. Some patches have a longer return trip, so it is very possible that this accounts for the few % you see.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 05 2014 16:54 GMT
#10458
Vultures
I've been talking plenty with Hider about this one.

In BW they were completely haphazard in how they controlled, maneuvered and ran around the map. Keeping them together for hitting a single target was no simple task. Any time you were to shoot required some skill in maneuvering them properly.

They, more than any other unit in BW did not stay together. It was simply a chore to even pretend to keep them together.

All of these mechanical factors in BW worked perfectly fine with their stats.

In Starbow we have vultures that are for the most part, really fast marines with spider mines.
They turn on a dime, and stick together extremely well.
Doing the burst kiting micro where you hit a target, back out, and return for another shot on the target is just amazingly easy and powerful compared to BW using the same exact stats.

Hence, units like dragoons and hydralisks that deal so nicely vs them in BW are struggling a great deal against these terrors of the sc2 engine.

The modification to this unit me and Hider have talked about:
-1 range. -10 hp. Spider mines reworked to be faster firing, but slightly less aoe.

Range 5 on our SC2 engine vulture is rediculous. Two rows of vultures at a time are able to strike a single target without fail. This range debuff will mean if you want more dps out of your roaming vulture groups against single targets you would need to risk taking more damage from hydra/goon squads. The reason vulture burst fire is so effective right now is because you are able to get out so much dps while avoiding so much of theirs.
The 10 hp is another change to ensure the vulture while powerful, should be relatively frail when fighting against vulture/goon.
In BW this unit was a lot more sloppy in being able to micro around and get the damage done. This 10 hp nerf can help with that lack of mechanical downside.

Now that the vultures nightmarish power has been toned down somewhat this will let us rework the spider mine as one of its primary offensive utilities. The 10 hp nerf would drastically reduce its combat potential compared to before.

I'm currently working on it now, the idea is that we could have a much more fair, BW esque mine with more fun feeling counter micro for the opponent. The widow mine esque version right now is cool in that you can use spare apm to fire a shot instantly, but it feels lacking in counterplay.

My current idea is to have a relatively BW esque mine with lower aoe to compensate for SC2 clumping. Second, you'd be able to re-route the target once it pops up. If the latter is problematic, it'll be looked at.

Perhaps we could get this in a test map with a soft version of my new pathing to see how people feel about it.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 05 2014 16:58 GMT
#10459
On February 04 2014 22:37 Grumbels wrote:
I'm curious about the consistency of the mining rate. Is there some worker behavior where if you don't manually fix it there will be some odd pattern that makes several workers mine less efficiently?

Its self correcting.

Worker behavior is this simple.
If a worker goes to try to mine an empty patch, but someone else got there first, he will find another empty patch to try and mine from.

This is the bouncing worker effect.

This is+longer mining time is why we get such a nice curve for reduction of efficiency per worker added after 1 per patch.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-02-05 17:27:35
February 05 2014 17:04 GMT
#10460
Just a little extra comment to Dec's post above.

I believe that if we do the above changes without either a change to pathing or a change to Dragoon attack speed, PvT will be way too toss favored.
Right now, as I see it, Dragoons scale much better than in BW due to how effectively they clump here. This is relevant both vs Z and T. Esp vs Z I believe a mass Dragoon deathball with a few archons and HT's "rapes" eveyrthing way too efficiently (given its mobility).

Vs terran, I believe it is probably balance atm. due to Vultures being OP as well. But this kinda creates a dynamic where players mass Vultures and mass Dragoons with very few Zealots in the mix. I think I generally prefer if we can get the ratio of Zealots to Dragoons up a bit higher (aka more Zealots, fewer Dragoons)

Suggested changes (if no change to pathing)

- Vulture 4 range
- Vulture 70 HP
- Vulture Mines more as in BW (manual "micro" should still exist if possible, but less important) --> Makes Spider Mines better offensively.
- Dragoon attack cooldown increased from 1.87 to 2.1 (it attacks slower).

Effects on gameplay


- Amoving Vultures will be a lot worse both in early and late game. Instead, you will have to rely more on Spider Mines or other type of harass options (we are looking at making Viking stronger/more viable here FYI)

- Dragoons better early game vs A-moved Vultures.

- Dragoons a bit worse in other straight-up battles

Other stuff to consider


- It will be worse vs Lurkers in the midgame. But that might be ok if we keep the current values of having Lurkers armored w/ 140 HP instead of medium w/ 125 HP. Right now Dragoons kill lurkers faster anyway relative to BW:

- It will be worse vs Hydras in the midgame --> Not sure whether this will have a bad influence on balance. As long as Psy Storm is smartcastable, its very hard for Hydralisks to trade well vs Dragoons/chargelots + HT's.

- Its worse early game vs Marine/Siege tank attacks? Well, a bit, but against such a timing attack you will be kiting anyway with your Dragoons and the difference between kiting every 2.1th second instead of every 1.87th second isn't that significant. And generally, one could also argue that protoss still benefits a bit too much from macromechanics in the early game which allows for very fast Dragoon production.
Prev 1 521 522 523 524 525 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft575
ProTech85
Trikslyr20
StarCraft: Brood War
Shuttle 4029
Larva 473
Killer 314
Bale 46
Dota 2
The International95016
Gorgc7082
singsing2103
League of Legends
JimRising 681
Counter-Strike
edward134
Super Smash Bros
Mew2King125
Other Games
summit1g11095
C9.Mang0241
Organizations
Other Games
gamesdonequick536
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH342
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota253
• Noizen35
League of Legends
• Rush1431
• Lourlo965
• Stunt371
Upcoming Events
CranKy Ducklings
2h 24m
PiG Sty Festival
4h 24m
Zoun vs Solar
SHIN vs Maru
Patches Events
8h 24m
Sparkling Tuna Cup
1d 2h
PiG Sty Festival
1d 4h
TBD vs Reynor
Serral vs TBD
OSC
1d 8h
Afreeca Starleague
2 days
hero vs ggaemo
Larva vs Mong
The Patches Monday
2 days
Afreeca Starleague
3 days
Soulkey vs PianO
JyJ vs sSak
GSL
3 days
[ Show More ]
PiGosaur Cup
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Mini vs Calm
Queen vs EffOrt
Replay Cast
4 days
The PondCast
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.