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[A] Starbow - Page 525

Forum Index > SC2 Maps & Custom Games
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Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
February 08 2014 12:02 GMT
#10481
Is there a way to change hotkeys? I'm playing left handed and pressing D to get dragoons is such a pain in the ass
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-02-08 14:23:23
February 08 2014 14:22 GMT
#10482
On February 08 2014 21:02 Arnstein wrote:
Is there a way to change hotkeys? I'm playing left handed and pressing D to get dragoons is such a pain in the ass


Yes, open the hotkey menu while you are in a game of starbow (maybe vs Ai). However the menu is slightly bugged, dunno about protoss, but zerg misses hotkeys for vipernest and roaches.

Make sure to make new profile for starbow!^^
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
February 08 2014 16:31 GMT
#10483
Thanks man! Starbow finally gave me motivation to play SC again :D
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
Faent
Profile Blog Joined April 2011
Canada94 Posts
February 08 2014 16:41 GMT
#10484
Hey guys, Diamond HotS player here. Played BW casually, and I got to say I am really enjoying starbow right now. As a zerg player, I love ZvT, but one thing I noticed is the way irradiate works. Irradiate is REALLY strong, and I REALLY like this. One thing I wish was a bit easier though, was finding the irradiated unit and removing them from the pack. When I am diverting my full attention to this little micro event in the middle of a battle, it shouldn't be so difficult. What are your guys' thoughts on creating an effect for the wireframe of the affected unit so its not so so hard to remove the afflicted mutalisk / scourge / etc? Without nuking the strength of the spell its self, against a proficient player, it wouldn't be quite so hard to deal with it. Let me know what you think, and thank you for this amazing mod
HaRuHi
Profile Blog Joined November 2010
1220 Posts
February 08 2014 18:28 GMT
#10485
On February 09 2014 01:41 Faent wrote:
Hey guys, Diamond HotS player here. Played BW casually, and I got to say I am really enjoying starbow right now. As a zerg player, I love ZvT, but one thing I noticed is the way irradiate works. Irradiate is REALLY strong, and I REALLY like this. One thing I wish was a bit easier though, was finding the irradiated unit and removing them from the pack. When I am diverting my full attention to this little micro event in the middle of a battle, it shouldn't be so difficult. What are your guys' thoughts on creating an effect for the wireframe of the affected unit so its not so so hard to remove the afflicted mutalisk / scourge / etc? Without nuking the strength of the spell its self, against a proficient player, it wouldn't be quite so hard to deal with it. Let me know what you think, and thank you for this amazing mod


They have to rework the mutaclumping. When all mutas stack perfectly then they become incredibly powerful, to not let the game end with one megamuta it has to be difficult to pick out the irradiate. However, at the moment mutas don't stack much at all, so personally I have no problem picking out the irradiated nor do they become super powerful. There were ways to spread them on the old patches, while they still stacked. Now their is a new way to spread them, but I don't think it is practically nor necessary.

+ Show Spoiler +
On February 03 2014 06:35 HellKey wrote:
Show nested quote +
On February 03 2014 04:04 HaRuHi wrote:
On February 03 2014 03:36 HellKey wrote:
On February 03 2014 02:59 WarpTV wrote:
On February 02 2014 20:55 ZerG~LegenD wrote:
How does Mutalisk micro work in this? Can you actually stack and do moving shots like in BW?

Stacking them is the easy part, Un-stacking them in nearly imposable.

Thats actually not true, I made small video to prove my point:

http://www.twitch.tv/adelsc123/c/3654397

I didnt discover the trick (i dont even play zerg).


Too bad the unit test map still uses the old values for muta collision boxes and stuff, you can't even stack them anymore like that in the new patch :d

Oh, well I made an other video with a small trick i found trying to split them. Like i say in the video, im not sure how useful it is, but i'd say it should be good vs archons for example, you just split them ahead of time.

http://www.twitch.tv/adelsc123/c/3655813

Edit: Bonus ambulance siren at the end.

WarpTV
Profile Joined August 2011
205 Posts
Last Edited: 2014-02-09 01:30:39
February 08 2014 19:56 GMT
#10486
NEW MAP!


Starbow - Praetor Proving Grounds

Details:
Made in honor of Praetor Fenix, Steward of the Templar. En taro Fenix!
Map made by Infleto (Copied from the Starbow team).

2 player map. top vs bottem

[image loading]

Other Pics
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Pleas Test for balance and give feed back.

First thoughts,
After some testing, this map has a size issue that needs to be addressed. I have took it off Battle.net until I make changes.




HaRuHi
Profile Blog Joined November 2010
1220 Posts
February 09 2014 00:11 GMT
#10487
BUG: Scourge do not count towards army value or resources lost in a replay (probably if observing aswell).
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
February 10 2014 16:59 GMT
#10488
Unit test map "Starbow Tester 2.0" Updated!
maybenexttime
Profile Blog Joined November 2006
Poland5712 Posts
Last Edited: 2014-02-10 17:31:19
February 10 2014 17:31 GMT
#10489
On February 09 2014 03:28 HaRuHi wrote:
Show nested quote +
On February 09 2014 01:41 Faent wrote:
Hey guys, Diamond HotS player here. Played BW casually, and I got to say I am really enjoying starbow right now. As a zerg player, I love ZvT, but one thing I noticed is the way irradiate works. Irradiate is REALLY strong, and I REALLY like this. One thing I wish was a bit easier though, was finding the irradiated unit and removing them from the pack. When I am diverting my full attention to this little micro event in the middle of a battle, it shouldn't be so difficult. What are your guys' thoughts on creating an effect for the wireframe of the affected unit so its not so so hard to remove the afflicted mutalisk / scourge / etc? Without nuking the strength of the spell its self, against a proficient player, it wouldn't be quite so hard to deal with it. Let me know what you think, and thank you for this amazing mod


They have to rework the mutaclumping. When all mutas stack perfectly then they become incredibly powerful, to not let the game end with one megamuta it has to be difficult to pick out the irradiate. However, at the moment mutas don't stack much at all, so personally I have no problem picking out the irradiated nor do they become super powerful. There were ways to spread them on the old patches, while they still stacked. Now their is a new way to spread them, but I don't think it is practically nor necessary.

+ Show Spoiler +
On February 03 2014 06:35 HellKey wrote:
Show nested quote +
On February 03 2014 04:04 HaRuHi wrote:
On February 03 2014 03:36 HellKey wrote:
On February 03 2014 02:59 WarpTV wrote:
On February 02 2014 20:55 ZerG~LegenD wrote:
How does Mutalisk micro work in this? Can you actually stack and do moving shots like in BW?

Stacking them is the easy part, Un-stacking them in nearly imposable.

Thats actually not true, I made small video to prove my point:

http://www.twitch.tv/adelsc123/c/3654397

I didnt discover the trick (i dont even play zerg).


Too bad the unit test map still uses the old values for muta collision boxes and stuff, you can't even stack them anymore like that in the new patch :d

Oh, well I made an other video with a small trick i found trying to split them. Like i say in the video, im not sure how useful it is, but i'd say it should be good vs archons for example, you just split them ahead of time.

http://www.twitch.tv/adelsc123/c/3655813

Edit: Bonus ambulance siren at the end.



They could make the stack density inversely proportional to the number of Mutas selected.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-02-10 19:44:43
February 10 2014 19:43 GMT
#10490
Potential problem (and suggested solution):

The mining rate has painstakinlgy been modified to fit BW in real time as close as possible.

We have just assumed that gas income rate is the same. This is not the case. I did a 1-minute test using real time with both games on fastest setting (this is how we did minerals):

BW: 288 gas in one minute.
Starbow: 312 gas in one minute.

This is 3 workers per geyser in a 90 deg fashion (to avoid the angle problem pointed out earlier).

Not a huge difference but a noticeable one. (3 trips more per minute).

If we make the gas trips very slightly longer then the third worker will "wait" a little which might not be good. 7 gas would amount to 273 gas / min in Starbow and would be even more different in the wrong direction.

I did some more testing. The SC2 harvest time for gas is 1.9810 if that is adjusted to 2.1 it resembles BW as perfect as I can tell with 288 gas / min.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-11 08:20:33
February 11 2014 05:39 GMT
#10491
On February 11 2014 04:43 Xiphias wrote:
Potential problem (and suggested solution):

The mining rate has painstakinlgy been modified to fit BW in real time as close as possible.

We have just assumed that gas income rate is the same. This is not the case. I did a 1-minute test using real time with both games on fastest setting (this is how we did minerals):

BW: 288 gas in one minute.
Starbow: 312 gas in one minute.

This is 3 workers per geyser in a 90 deg fashion (to avoid the angle problem pointed out earlier).

Not a huge difference but a noticeable one. (3 trips more per minute).

If we make the gas trips very slightly longer then the third worker will "wait" a little which might not be good. 7 gas would amount to 273 gas / min in Starbow and would be even more different in the wrong direction.

I did some more testing. The SC2 harvest time for gas is 1.9810 if that is adjusted to 2.1 it resembles BW as perfect as I can tell with 288 gas / min.


Dont forget now tho:
The second worker give 0.63~ mine rate here compared to broodwars second 0.5~

To me, it doesnt sound so bad if the gasrate is higher like it is now to match the second worker.
Just my thought

edit: Someone with good analyses.
Does this give protoss easier time to pump dragoons in pvt?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-12 06:20:20
February 12 2014 06:00 GMT
#10492
@Bug
Spidermine:
When an unit attacks a spidermine and it unburrows, it can sometime lose priority and target something else.

Also, their aoe looks much worse.
And maybe, they trigger a bit to fast from bw?
I dont know about that tho, but since vultures have castrange, its probably good if they trigger 0.25-0.5 sec later than in bw
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 12 2014 11:01 GMT
#10493
@Bug 2
Shooting upcliff.
It buggs quite often i think, deponding on where the unit stand etc.

One thing i noticed is dragoons sometimes do 1dmg only to marines etc. When he stand on the choke etc.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 12 2014 11:30 GMT
#10494
@Scv calldown.
Okay. Any plans to change this into another macro?
Cuz you can abuse this alot. Not to mention island maps, or just maps that have "island expansions" like python etc. How do you plan to balance that?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 12 2014 13:22 GMT
#10495
@bug
Spider mines
When i planted spidermines of top of my enemies spidermines they unburrowed(his mines).
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 12 2014 13:32 GMT
#10496
On February 12 2014 22:22 Foxxan wrote:
@bug
Spider mines
When i planted spidermines of top of my enemies spidermines they unburrowed(his mines).

Maybe spider mines themselves don't count as hover units? (or how does that work in sc2's engine?)
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.
O.P.
Profile Joined October 2007
Sweden109 Posts
Last Edited: 2014-02-12 14:18:04
February 12 2014 14:14 GMT
#10497
On February 12 2014 20:30 Foxxan wrote:
@Scv calldown.
Okay. Any plans to change this into another macro?
Cuz you can abuse this alot. Not to mention island maps, or just maps that have "island expansions" like python etc. How do you plan to balance that?

What if you can only calldown in the proximity of a building (finished or constructing)? Or give the calldown mechanic to supply depots, dropping the scv next to the supply depot (still takes energy from orbital)?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 12 2014 14:16 GMT
#10498
On February 12 2014 23:14 O.P. wrote:
Show nested quote +
On February 12 2014 20:30 Foxxan wrote:
@Scv calldown.
Okay. Any plans to change this into another macro?
Cuz you can abuse this alot. Not to mention island maps, or just maps that have "island expansions" like python etc. How do you plan to balance that?

What if you can only calldown in the proximity of a building (finished or constructing)?

Its still a problem, cuz on some maps u can abuse this and still land on the island and then mine that mineral nod or w.e

If its somehow possible to make it not land it a cliff below/up or something, then it might not be possible to abuse it in that sense atleast
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-12 14:35:31
February 12 2014 14:23 GMT
#10499
Btw, the gasincome is lower now.
Its good if u say stuff like this, it has changed quite alot from the little i have observed it

Worth pointing out:
Lurkers when they burrow lose "cant target" for like 0.5 sec.
Is this fixable?

I think everything that burrows(lurkers,roaches, spidermines) and transforms(vikings)
is like this. They get "immortality" this way.
Ej_
Profile Blog Joined January 2013
47656 Posts
February 12 2014 15:26 GMT
#10500
On February 12 2014 20:30 Foxxan wrote:
@Scv calldown.
Okay. Any plans to change this into another macro?
Cuz you can abuse this alot. Not to mention island maps, or just maps that have "island expansions" like python etc. How do you plan to balance that?

make called down SCVs a bit different in appearance and unable to build at all? would fix all issues with proxying stuff
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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