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[A] Starbow - Page 527

Forum Index > SC2 Maps & Custom Games
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AnteZ
Profile Joined September 2011
Germany29 Posts
February 16 2014 13:18 GMT
#10521
On February 16 2014 21:12 Foxxan wrote:
Show nested quote +
On February 16 2014 20:53 AnteZ wrote:
Hey guys I have found a neat little trick to implement a working moving shot for ground units (in particular the vulture). I think this would be a nice little addition to the mod and give the vulture a bit more character by removing the instantaneous accelleration and decelleration.
Check it out.

The vulture can move while shoot in starbow, without stopping in speed at all. Even if the enemy die the vulture keeps on going.
The muta deadstops while he kills units but can still move while shoot, or do he deadstop slightly while doing it even if the unit is not dieing?

Looked like your vultures stopped after they did shoot-while-move.
ALso, it was very hard to hear what u said. I turned the volume up but still it was hard.


Sorry for the audio. It was my first time recording my mic. Also I am mumbling too much. I will make a new video.

Moving shot does not work. Just to make sure I tested it with the unit tester a minute ago. You can do stutter stepping where you go, stop and shoot, then go again. But you can't shoot without coming to a full stop first.

Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-16 13:26:03
February 16 2014 13:24 GMT
#10522
On February 16 2014 22:18 AnteZ wrote:
Show nested quote +
On February 16 2014 21:12 Foxxan wrote:
On February 16 2014 20:53 AnteZ wrote:
Hey guys I have found a neat little trick to implement a working moving shot for ground units (in particular the vulture). I think this would be a nice little addition to the mod and give the vulture a bit more character by removing the instantaneous accelleration and decelleration.
Check it out.

The vulture can move while shoot in starbow, without stopping in speed at all. Even if the enemy die the vulture keeps on going.
The muta deadstops while he kills units but can still move while shoot, or do he deadstop slightly while doing it even if the unit is not dieing?

Looked like your vultures stopped after they did shoot-while-move.
ALso, it was very hard to hear what u said. I turned the volume up but still it was hard.


Sorry for the audio. It was my first time recording my mic. Also I am mumbling too much. I will make a new video.

Moving shot does not work. Just to make sure I tested it with the unit tester a minute ago. You can do stutter stepping where you go, stop and shoot, then go again. But you can't shoot without coming to a full stop first.


You can, i just tested it

Move your vultures at full speed and right click the unit and then move, iam not sure entirely how i do it but it works

btw, we had another method before where the vulture would shootwhilemove much easier - the problem was that the player could not choose which unit the vult would target.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
February 16 2014 13:37 GMT
#10523
Unit test map "Starbow Tester 2.0" Updated!
AnteZ
Profile Joined September 2011
Germany29 Posts
February 16 2014 13:45 GMT
#10524
On February 16 2014 22:24 Foxxan wrote:
Show nested quote +
On February 16 2014 22:18 AnteZ wrote:
On February 16 2014 21:12 Foxxan wrote:
On February 16 2014 20:53 AnteZ wrote:
Hey guys I have found a neat little trick to implement a working moving shot for ground units (in particular the vulture). I think this would be a nice little addition to the mod and give the vulture a bit more character by removing the instantaneous accelleration and decelleration.
Check it out.

The vulture can move while shoot in starbow, without stopping in speed at all. Even if the enemy die the vulture keeps on going.
The muta deadstops while he kills units but can still move while shoot, or do he deadstop slightly while doing it even if the unit is not dieing?

Looked like your vultures stopped after they did shoot-while-move.
ALso, it was very hard to hear what u said. I turned the volume up but still it was hard.


Sorry for the audio. It was my first time recording my mic. Also I am mumbling too much. I will make a new video.

Moving shot does not work. Just to make sure I tested it with the unit tester a minute ago. You can do stutter stepping where you go, stop and shoot, then go again. But you can't shoot without coming to a full stop first.


You can, i just tested it

Move your vultures at full speed and right click the unit and then move, iam not sure entirely how i do it but it works

btw, we had another method before where the vulture would shootwhilemove much easier - the problem was that the player could not choose which unit the vult would target.


Hmm ok ill try once again a bit more thoroughly. Perhaps what you are doing is issuing the move command very quickly after attacking. So it looks like a moving shot. The problem with that is that it only works if you have infinite acceleration.
But I find that the bw vulture movement with slow acceleration and deceleration is much more desirable.
TopRamen
Profile Joined February 2011
United States96 Posts
February 17 2014 02:21 GMT
#10525
On February 16 2014 20:53 AnteZ wrote:
Hey guys I have found a neat little trick to implement a working moving shot for ground units (in particular the vulture). I think this would be a nice little addition to the mod and give the vulture a bit more character by removing the instantaneous accelleration and decelleration.
Check it out.


That seemed pretty sexy.
I'll have to test the current vulture too, but I really liked the way those vultures handled in your video, def feels more BW like.
Use your noodle!
FT.aCt)Sony
Profile Blog Joined June 2007
United States1047 Posts
Last Edited: 2014-02-17 18:02:35
February 17 2014 17:53 GMT
#10526
Ive been playing Toss and Zerg on and off and see a few potential issues overall.

Some of the concepts with WoL mixing with BW for toss doesn't transition as well. Windows of vulnerability come and go especially for Toss when you try and implement warpgate into templar archive requirement but yet by mixing the WoL concept with BW you need this towards mid/late game however you basically need to rush it off 1-2 gate play. In PvZ you wont really be able to do this without securing a expansion and the way Hydras play is very strong vs Toss.

I havent played a single ZvT yet always ZvZ/ZvP so I cant make any suggestions/potential issues known on that aspect.

Seeing 10 psi for zerg starting from the original 9 in bw is much different.

Alot of people are trying to implement SC2 styles into a Bw core set for mineral production. (Not an issue just a personal thing for individuals to figure out).

These are just some of the things I've seen so far. I cant sit and play a BW+WoL mod with trying to mix the two games. You have entirely different play styles/mindsets/strategic differences between the two games. But it may just be me since I played Brood War for 10 years and loved it, moved to WoL and hated how it played because it was entirely reworked and different.

Edit - Add Luna to the map pool. Probably one of the most if not most balanced throughout BW.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2014-02-18 02:05:57
February 18 2014 00:59 GMT
#10527
This is a modified older version of mine. Seems better than nothing if we don't get anything new to work.

I realllly dislike the need of a patrol key for this. I'd rather attack command do the same thing patrol would in BW.

We'll see if antez comes up with anything shiny, we found some problems with his version that have to be fixed.

edit:Made a new variant that properly works with a-move


Antez's latest version, oh god its fun :D
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 18 2014 01:56 GMT
#10528
I think it is good that it has two attacks. One which can target but loses speed, and one which retains speed but cannot target. Makes for much more strategic play imo.
aka KanBan85. Working on Starbow.
TopRamen
Profile Joined February 2011
United States96 Posts
February 18 2014 02:17 GMT
#10529
On February 18 2014 09:59 decemberscalm wrote:
This is a modified older version of mine. Seems better than nothing if we don't get anything new to work.

I realllly dislike the need of a patrol key for this. I'd rather attack command do the same thing patrol would in BW.

We'll see if antez comes up with anything shiny, we found some problems with his version that have to be fixed.

edit:Made a new variant that properly works with a-move
https://www.youtube.com/watch?v=vngWWl4skyM&feature=youtu.be

Antez's latest version, oh god its fun :D
https://www.youtube.com/watch?v=wV9BjPh5dfU


Awwwwwww yeaaahh....
Will this be in the next patch?
Use your noodle!
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 18 2014 07:26 GMT
#10530
I dont see much of a difference
elmerpogs
Profile Joined August 2011
Philippines441 Posts
February 18 2014 16:23 GMT
#10531
Nice adjustment to vultures.Well, in BW , the most efficient way to attack/dodge a zealot/zergling is move+patrol command.But it's our preference, as a BW player, Im so used to spamming P than spamming A while attacking/dodging zealot/lings.
SKT [img]http://i.imgur.com/1NuGXvx.png[/img] is still the best [img]http://i.imgur.com/MsxcOXX.png[/img]
Gammkrabb
Profile Joined October 2010
Sweden42 Posts
February 19 2014 01:55 GMT
#10532
Balance dont really matter unless your playing at the top. Just as in SC2 but even more. Lesser players and medium players shouldnt care about Balance Issues.

*Work on never supply blocked.
*Constant Worker Production and expanding, learn how to expand cuz u will get contained alot and bases are BW map style spread out and not just expand and photon lolcharge.
*2000 minerals etc, MACRO MACRO MACRO (I for one make alot of raxes / factorys just cuz i miss macro alot and then i can burst out units.
*Ninja expand!

Work on the things here and your Multitasking and just overall understanding of all races, timings etc. So no one not even BeastyQT can really complain about balance as much as the SC2 proplayers can since SC2 is so figured out and perfected that you kinda have to play perfect, in Starbow u dont have to play perfect cuz t here is no perfect, so much elemetns to consider.

Mithelle #882 for noob StarB Terran player
http://starbowmod.com/forum/showthread.php?tid=47 <- Tutorial/Guide how to get LADDER to work, its like instant fucking queue.
My wife for hire
Byleth
Profile Joined February 2013
France1 Post
February 19 2014 14:16 GMT
#10533
Hello everybody I know it is not here where I have to post my problems with the ladder of eros Starbow Starbow but I can not log on Starbowmod.com forum.

My problem is, I installed the needed to use eros Starbow but when I run the software stops working when the ladd is online but offline when the software does not crash.

Someone would have a solution to my problem? : D

Thank you for your future answers.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 21 2014 18:57 GMT
#10534
--- Nuked ---
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 22 2014 11:51 GMT
#10535
With changes to sc2 blizzard implemented (access to custom games without buying the game) Starbow is now free 2 play?
And outside matchmaking also does not need sc2 full access.

Can this be used to make starbow popular amongst people that currently don't own sc2?
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
February 22 2014 11:58 GMT
#10536
Yes, absolutely! StarBow for biggest esports game!!!
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 22 2014 12:02 GMT
#10537
BW was played on free versions of the game in Korea and Dota was mostly played on pirate versions of WC3 that didn't use
battlenet.
Free access can really make something popular, there only needs to be a agressive campaign to let people know.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 22 2014 15:29 GMT
#10538
What happened to antez's pathfinding that would be tested?
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.
NiDoXiD
Profile Joined September 2009
Germany28 Posts
February 22 2014 17:32 GMT
#10539
This looks so awesome, how big is the community thou? Would be awesome if all met on one server.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 22 2014 17:57 GMT
#10540
On February 23 2014 02:32 NiDoXiD wrote:
This looks so awesome, how big is the community thou? Would be awesome if all met on one server.


We are trying to gather all to http://starbowmod.com/
aka KanBan85. Working on Starbow.
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