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[A] Starbow - Page 53

Forum Index > SC2 Maps & Custom Games
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Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-07 19:44:01
August 07 2012 19:43 GMT
#1041
Great with stream! :D

www.twitch.tv/mndakota
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
August 07 2012 19:54 GMT
#1042
watching live as I type!

also busy with writing analysis, so I can't really go online.
I'm better today than I was yesterday!
Roblin
Profile Joined April 2010
Sweden948 Posts
August 07 2012 19:54 GMT
#1043
seeing you reading my post!
I'm better today than I was yesterday!
MNdakota
Profile Joined March 2012
United States512 Posts
August 07 2012 19:57 GMT
#1044
On August 08 2012 04:54 Roblin wrote:
seeing you reading my post!


Yeah boy. Good stuff!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-08-07 20:58:25
August 07 2012 20:58 GMT
#1045
Was a good day to stream. Had fun guys! :D

Will more than likely stream tomorrow too if people are on. ^^
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
August 07 2012 22:03 GMT
#1046
What is the current version on NA? I see 3.
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-07 22:30:58
August 07 2012 22:29 GMT
#1047
On August 08 2012 07:03 Vansetsu wrote:
What is the current version on NA? I see 3.


There are three maps uploaded: Sacred Sands, Tainted Underworld & Devolution. All of them are supposed to have the same version. Or do you see something else there?



All who have played today, don´t forget to leave feedback on balance etc!
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-08 18:29:13
August 07 2012 23:08 GMT
#1048
aah, yes. Inject Larvae.

the spell which has the greatest effect on gameplay out of all by far in the entire game of starcraft 2.

pm from kabel:
+ Show Spoiler +

...

People expect things in the game to do what they do.. And so far everything does what they are suppose to do. If it looks like a Colossus and talks like a Colossus then its gotta be a Colossus.. The Queen is the only unit I can think of that does not do what it should do: Injecting.

I played with lots of newcomers today and everyone reacts to the Queen. They think it is stupid etc. Ok I can´t adapt to what everyone thinks. Some like it, others dont. But I can agree to that feeling of playing something one is familiar with, just to realize its not like that anymore!

After all, Starcraft is a game that requires lot of information before you play it. I think that is the biggest thing that makes newcomers don´t understand what this is all about. They need to have the pre-information about the content in the game, otherwise they stick with the same pattern they use in SC2. And since that won´t work they will get frustrated and think this sucks big time.

...

Even though I don´t like Inject because it is such a narrow mechanical thing to do: Click on your hatchery every 20 seconds.. Perhaps there is some way it can be adjusted to still fit in the game?

...


So with that background knowledge I hope to discourage the inevitable outcries of "OMG yu cant put injekt laarve bakk in gam!"

Its a consideration, nothing solid. and if it is added it will probably be different from the classic inject larvae, but close enough for the average sc2player to easily pick up and accept.

Below I assume inject larvae and hatchery mechanics are exactly identical to starcraft 2, if hatchery mechanics are different in starbow there might be some numbers here and there that might be off, but the general conclusions should still hold.


Inject Larvae and its implications for zerg gameplay

What is inject larvae?
+ Show Spoiler +

Inject larvae is a spell which can be used by the queen, a zerg unit available as long as you have a spawning pool

It costs 25 energy and "injects" a hatchery with 4 larvae, which become useable after 40 seconds.

The injected hatchery cannot be injected if is already channeling a previous injection, but the channeling does not make it "busy" (only "occupied", if you will), it can still research upgrades, spawn natural larvae and morph into higher tiers.

As it just so happens, a queen will regenerate almost exactly 25 energy in 40 seconds, 24 energy is an even closer estimate, so 1 queen can inject the same hatchery virtually infinitely.

Inject larvae is also the only way for a hatchery to end up having more than 3 larvae at any one point in time, it is however not possible to have anymore than 19 larvae at any one hatchery, even if spawn larvae is utilized.



What is the impact on macro?
+ Show Spoiler +

Normally, 1 larvae is spawned every 15 seconds from a hatchery or any of its higher tiers, with a queen that is constantly injecting, that is an additional larvae every 10 seconds, the average amount of larvae per minute goes up from 4 (60/15) to 10 ((60/15) + (60/10)) which is an increase in efficiency of 150% compared to a hatchery alone.

The efficiency by mineral spent is different, a hatchery which spawnes 4 larvae/minute costs 300 minerals, which (after multiplication by 3) is

12 larvae/minute/900mineral

Compare this to the hatchery+queen which produces 10 larvae / minute for 450 minerals, multiply by two to get

20 larvae/minute/900mineral

And as we see, they have the same unit of measurement: larvae/minute/900mineral

So, when we calculate in the cost, it is "only" a 66.666...% increase.

Furthermore, the ability to stock up larvae (for a max of 160 seconds) allows for very rapid bursts of production in situations where supply limits your ability to build units, such as "maxed" situations.



What is the impact on the queen?
+ Show Spoiler +

First of all, having a dedicated queen for any one hatchery means production costs a tiny amount of supply. (2 per dedicated queen to be exact)

Secondly, queens become grounded to a certain territory, they cannot move any farther than 20 seconds traveltime away from the hatchery.
(the existence of nydus worms makes this distance theoretically infinite, but my point stands since very few have the micro to constantly move queens in and out of nydus worms for the sake of having them possibly take part in some theoretical battle)

Thirdly, queens become a necessity, not a bonus.
with such a huge bonus to production, the only way to make it balanced is to make the rest of the production inadequate.
thus, since the only alternative is inadequate, it is necessary.

As a result of that, the fourth point is that queen sniping becomes a real, and very potent thing. queens become priority targets for harrasment.
It's much easier to kill a 200hp, 1 armor unit than it is to kill a 1500hp 2 armor building, yet killing the queen reduces the larvae production by 60%



What is the impact on economy?
+ Show Spoiler +

Drones are extremely easily massproduced.

As a result, zerg grow out of control very easily, and the opponent becomes more or less forced into a situation where they have to aggress (which is a real word), or be doomed to be overrun by sheer masses of units.



What is the impact on unit balance?
+ Show Spoiler +

Well, zerg can get tons and tons of units (including spellcasters), so spellcasters are not allowed to have very powerful abilities (for example, the zerg SC2 spells are all pretty weak, the strength comes in using them en masse, if any SC2 zerg unit had darkswarm it would completely break the game, causing darkswarm to be nerfed), and units must be less supply efficient (and in most cases also less money-efficient) in general than other races for the game to be balanced.



Which ones of these effects do I like? which ones do I not like? (specific to me)
+ Show Spoiler +

Having a unit be a part of the production is an interesting and unique concept, I like interesting and unique concepts, but it doesn't really add much to the game.

Having queens grounded to territory is also interesting and very in tune with the lore, also, it removes supply from deathballs, which is always a good thing.

I don't like when gamemechanics limits gameplay, and I am not a fan of the required queen. I cannot speak for other people than myself though.

I do love my mass droning, and being able to build more workers than the enemy is a zerg thing, especially since they lose workers in a much larger scale than other races. (when building buildings primarily, remember, those 3 spinecrawlers you see when you approach his base is 15.7% (rounded to first decimal) of 19 workers, which is a fully operational base, the drone-advantage to be able to build those and not fall behind in worker count has to come from somewhere.)
But when its so powerful that the enemy stands no chance if they leave me alone, then they start attacking me early with all-ins and whatnot, and that is not nearly as fun.
So I do not, in fact, like the massive worker production advantage. I want a slight one, not a massive one.

I also do not enjoy having weak zerglings, hydras, roaches and mutalisks and spellcasters, I don't want to be pigeonholed into going mass hive-tech units just because its the only thing that can compete with the other races. I played sauron-zerg in SC1 and I want to play sauron-zerg in every RTS. I will adapt if I need to, but I will always try going as sauron as I can.



I will hereby assume that most of my opinions are shared by the majority of the players, if anyone disagrees feel free to ignore any further part which has its base in that point.


What changes can be done which would make inject larvae... better?
+ Show Spoiler +

In early development I talked to kabel about an interesting phenomenon, where you increase usage of something by nerfing it.

The subject in question was the brand new queen macro mechanic, breed. breed went through many iterations with plenty of very different effects, I can list some of them:
Breed: 25 energy, target allied unit goes into a pupal state for its own production time, when it hatches 2 of that unit comes out, as an addition to energy, breed also cost the same amount of resources that the targeted unit costs.
Breed: 25 energy, target allied unit goes in a pupal state for 10 seconds, after those 10 seconds 2 of that unit comes out, however, one of them dies after 1 minute and cost no supply.
Breed: 25 energy, target allied unit goes in a pupal state for 10 seconds, after those 10 seconds 2 of that unit comes out (costing no supply), however, both dies after 1 minute.
Breed: 25 energy, spawn an egg on the ground, the egg acts as a larvae. (does not die by being off creep)
Breed: upon casting, the highest possible multiple of 25 energy available is spent, 1 egg is spawned for every 25 energy that was spent. the eggs act as larvae. (does not die by being off creep)

But as it turned out, everyone was using breed. all the time. so kabel wanted to encourage the use of creep tumors, and I gave, among other things, the suggestion to limit creep tumors spreading, perhaps even going as far as making creep tumors unable to spread by themselves.
In the end, no change was done, but I speak of this today because a nerf can be a buff.
The intent with the nerfed creep tumor was to make creep a commodity to be desired, something you will actually have to try to get. if you stop producing creep tumors, you stop spreading creep. so creep tumors are both important and precious, and since creep tumors are queen energy, that means energy is important and precious. so using breed would actually have to be an active choice, not something you do by reflex.

my suggestions for inject larvae/hatchery relationship is off a similar nature, all of them are for the purpose of making those extra larvae not be essential for the game, but rather a bonus when you can afford it.

(the suggestions below are not meant to be implemented all at the same time, think of it more like a mix'n'match situation, there are a bunch of things that can be done, and it's simply a matter of picking some that one thinks fits)

1. Limit the maximum amount of larvae that can stack up in a hatchery severely (even when using inject larvae), Im thinking max 4 for hatchery, max 6 for lair, max 8 for hive.
2. Have increasing tiers of hatcheries produce larvae slightly faster (perhaps hatch: 1 per 15, lair: 1 per 12, hive: 1 per 10), this way (and by doing 1) there might be a point in making more than 1 lair (its not efficient to do it for the larvae production, but there are other reasons for upgrading main buildings too, such as health boosts).
3. Have creep tumors only able to create 1 additional creep tumor. explained above.
4. Make hatcheries which are channeling inject larvae unable to research upgrades or build additional queens. this will force the zerg to question whether he should use inject.
5. Make inject larvae give less larvae/minute than before. (it should be 2 larvae/minute to keep the same larvae/minerals spent on base, perhaps have it spawn 2 larvae every 50 seconds? that is small enough to still need extra hatcheries, but large enough to be an increase in efficiency (larvae/minute/mineral wise), also, this makes a queen accumulate energy, even at perfect use, so an earlier queen will automaticly have those couple extra transfusions that keeps you alive in a tight spot. the reverse has its own advantages, if 1 queen spends more energy than it regenerates, then it allows the queen to move away for extended periods of time, perhaps even be permanently relocated to somewhere else, and can still catch up in its larvae production)
6. allow any building be targeted by inject larvae. this allows the queen to move freely, but encourages lots of queens over lots of hatcheries, and introduce very confusing larvae management (hmm, did I inject my hydra den or my spire? no wait, it was my evolution chamber.) theoretically one could introduce the mechanic where the usage of inject larvae on <insert building> causes that building to create <insert related unit> (probably for the units cost) but that would be very complicated as a system and very confusing for new players.

my favourite would be all combined except for 6 (I don't really like 6), but thats a little bit too much. some of them would suffice.

the general point is to try to make the hatchery/queen combo less important to the zerg macro.

edit: changed numbers from "(perhaps hatch: 1 per 20, lair: 1 per 17, hive: 1 per 15)" to "(perhaps hatch: 1 per 15, lair: 1 per 12, hive: 1 per 10)" in point 2 and changed "it should be 1.5 larvae/minute to keep the same larvae/minerals spent on base, perhaps have it spawn 2 larvae every 60 seconds?" to "it should be 2 larvae/minute to keep the same larvae/minerals spent on base, perhaps have it spawn 2 larvae every 50 seconds?"
both edits was because I had misunderstood the exact numbers of larvae spawning rate in starbow.


now to community: further suggestions are always welcome but remember not to be sad or mad if your suggestion isn't implemented. also, if you present reasoning with your suggestion that instantly makes it 300% more interesting as a choice for implementation. trust me, I know what people look for when they want advice.

remember that the important thing is to have inject larvae as closely related to the original as possible, but with as few of the originals flaws as possible.

//Roblin
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-07 23:29:05
August 07 2012 23:10 GMT
#1049
Many people have asked me why I removed the Medivac and replaced it with the Medic.

Here are the reasons why I replaced Medivacs with Medics.

Terran is the most immobile race. Zerg has fast units & can spread creep. Protoss has Warp in & Recall on Nexus. In SC2 Blizzard choosed to add even more mobility to Terran: strong stimmed bio-balls & Medivacs which both heals and transports your units. For me, the most interesting thing with the Terran race is their ability to hold the ground. I´ve choosen to enhance that aspect of Terran. Some of the things I have implented in Starbow: Stronger Siege tanks, Spider mines, Nerve Jammers, Calldown SCVs & let Planetary fortresses be in the game. (Even if many people want me to remove it ^^ ) Where the Terran stands, they control the terrain.

Marauder is a unit that nullifies that concept. I hate it for the fact that it works like a mobile sieged tank on steroids. You can stim & charge into almost anything. They melt cannons, siege tanks, lurkers, reavers and spine crawlers.. One of the key features of Starbow is to make positional play matter. Controlling areas are suppose to give you something. Easy to defend, hard to conquer. Stimmed marines, marauders and Medivacs caused a havoc in Starbow. You could charge into the static defences with the support of healing, and as if that wasn´t enough, you could just fly past it! The Medivac enabled both options.

So I replaced the marauder with the Firebat. Terran needed something to defend vs mass zerglings anyways. The line-up in the Barrack was: Marines, Firebats & Ghosts.. That felt so empty and miserable. Another thing Terran was struggling with was their ability to be an early threat to the enemy.. It was hard for Terran to move out with just firebats & marines within the first few minutes of the game vs Protoss or Zerg.. I thereby brought back the Medic and made Marines a bit stronger, (50 HP as start instead of 40)

As I mentioned early, I wanted to strengthen Terrans ability to hold the ground. Marines & Medics are a standing force that can apply pressure early. Its hard to assault an area where medics & marines & some siege tanks are positioned. And they advance at a slow pace towards the enemy.. And as a twist to the Medic unit I added an upgradeable ability called "Shield"

Medics can only use it once. Target unit (any target) takes 75% less damage for 20 seconds. That can be used to absorb damage from Banelings or to take damage from Reaver shots, or tank damage from Zealots etc.

Its true that marines & medics were not good vs protoss in Brood War. Now people play with it vs protoss and it looks decent. They can shield their tanks or marines, or with good micro (or the help of ghosts) snipe/lockdown the enemy high templars & reavers.

Since the medivac is now a dropship, Terran still has access to mobility. But the dropship is a pure unit that gives them mobility on the map, nothing else. Personally I think that leads to more interesting decisions; do I want slow healing units to make my army stronger, or do I want to invest in units that gives my army mobility?


Regarding if this is too much like Brood War or the Sc2BW MOD, read my post here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=51#1004
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-08-07 23:43:53
August 07 2012 23:27 GMT
#1050
I like where Terran is right now at the moment. Although, sometimes I think the shield that the Medic gets could simply just be an upgrade or otherwise be able to only be used on biological units rather than mechanical units.

Please for the love of god... do not bring back larvae inject. It ruins the FUN out of it. Instead of worrying about the battle, you're worrying about your base. Which isn't fun in any war game in my opinion.

Lurkers still don't seem to pack that punch like they did in Brood War and they cost a ton!

I still would like to see Marines make a return to 5 range, along with Hydralisks. I would still like Mutalisks to go back to range 3.

Remember, you might as well remove the range upgrades on the units if you don't want them to have range 6. Stalkers should be the only ones with the range upgrade so they can harass Terran's who have Bunkers... etc.

Doesn't feel right!

Some spells I personally do not like. But everything else feels fine to me.

Also, another thing. I LOVE playing Sauron Zerg also Roblin. I haven't tried it yet on Starbow.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-07 23:46:50
August 07 2012 23:43 GMT
#1051
On August 08 2012 08:27 MNdakota wrote:
I like where Terran is right now at the moment. Although, sometimes I think the shield that the Medic gets could simply just be an upgrade or otherwise be able to only be used on biological units rather than mechanical units.

Please for the love of god... do not bring back larvae inject. It ruins the FUN out of it. Instead of worrying about the battle, you're worrying about your base. Which isn't fun in any war game in my opinion.

Lurkers still don't seem to pack that punch like they did in Brood War and they cost a ton!

I still would like to see Marines make a return to 5 range, along with Hydralisks. I would still like Mutalisks to go back to range 3.

Remember, you might as well remove the range upgrades on the units if you don't want them to have range 6. Stalkers should be the only ones with the range upgrade so they can harass Terran's who have Bunkers... etc.

Doesn't feel right!

Some spells I personally do not like. But everything else feels fine to me.



Shield requires an upgrade at the tech lab. Costs 100/100. Each Medic has 1 shield only. (Like Vultures only has 3 spider mines) If I limit it to only use on biological units, the spell will be very narrow. I think it adds more flexibility if you can use it to protect your Dropship from scourges, save your tank from Stalkers blinkin in to snipe it etc. But I am aware that it is very strong right now. I will have a new patch up tomorrow. I will nerf the shield.

As Roblin states above, Larva Inject in SC2 is a must as Zerg. When you use Inject, it gives you a huge bonus (60%) to your production. It is so good that if you do not use it you will fall behind. Compare it to Chrono Boost or Calldown SCV. It gives you a small bonus and you can choose to use it if you wish. But it is not a must.

The reason I am considering adding Inject again is that newcomers react to it. Everyone except the Queen to do something that it no longer does.. Also, the Queen is right now a bit weird with only spreading creep. Instead of removing Inject, I am considering to see if the bad parts can be removed from it.. Perhaps it only gives a small bonus? Zerg can choose to use it if they want to macro well, just like a protoss can chrono boost if they want to macro.. Both races can macro without it, it just adds some extra bonus.... Hmm....

I agree with Lurkers. They feel weak!

Range.. Hm.. Personally I think it is fine as it is right now. Stalkers can harass Terran with bunkers now? Or how do you mean? Should they outrange bunkers with their upgrade?

I don´t like some of the new spells either. And I am the one who added them! :p What spells and why do you not like them?

Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-08-07 23:54:33
August 07 2012 23:52 GMT
#1052
On August 08 2012 08:43 Kabel wrote:
Shield requires an upgrade at the tech lab. Costs 100/100. If I limit it to only use on biological units, the spell will be very narrow. I think it adds more flexibility if you can use it to protect your Dropship from scourges, save your tank from Stalkers blinkin in to snipe it etc. But I am aware that it is very strong right now. I will have a new patch up tomorrow. I will nerf the shield.


Okay, sorry! I didn't know that. I am a noob to the other races. I just thought you would get it right away when you built a Medic. That kind of changes my perspective on it now.

As Roblin states above, Larva Inject in SC2 is a must as Zerg. When you use Inject, it gives you a huge bonus (60%) to your production. It is so good that if you do not use it you will fall behind. Compare it to Chrono Boost or Calldown SCV. It gives you a small bonus and you can choose to use it if you wish. But it is not a must.


I don't like the idea of having to Larvae Inject pretty much 24/7 and knowing that if I don't, I just lose.

The reason I am considering adding Inject again is that newcomers react to it. Everyone except the Queen to do something that it no longer does.. Also, the Queen is right now a bit weird with only spreading creep. Instead of removing Inject, I am considering to see if the bad parts can be removed from it.. Perhaps it only gives a small bonus? Zerg can choose to use it if they want to macro well, just like a protoss can chrono boost if they want to macro.. Both races can macro without it, it just adds some extra bonus.... Hmm....


I'm not sure if you saw but a while ago on the NA version. Laertes put the Creep Tumor on the Drone so it was capable of being built instead of having the Queen. Although, I do like the Queen being the unit that does the Creep Tumor stuff etc. Remember that the Queen doesn't have to be a full spell caster. Think of it like the Medic where it has two abilities and nothing more. It set to a specific role.

I agree with Lurkers. They feel weak!


Absolutely.

Range.. Hm.. Personally I think it is fine as it is right now. Stalkers can harass Terran with bunkers now? Or how do you mean? Should they outrange bunkers with their upgrade?


What was the point of reducing their range in the first place? Why? Seriously. And about the Stalker. If a Protoss wanted to be aggressive to a Terran, they could. They simply got the range upgrade through the Cybernetics Core and they were able to out range Bunkers.

I don´t like some of the new spells either. And I am the one who added them! :p What spells and why do you not like them?


I can do a whole 'nother post about that if you would like!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 08 2012 01:37 GMT
#1053
I don't think chronoboost, larva inject, or calldown mule/scv are at all necessary. I think they are very artificial mechanics that dumb down the game by giving you a boring repetitive task. Wouldn't mind seeing them gone. Blizzard added them because people complained about how workers automined so Blizz gave us some artificial task to do over and over to keep us busy. They don't add anything good to the game. Try getting rid of all 3 for a while and see how the game goes.
Kill the Deathball
MNdakota
Profile Joined March 2012
United States512 Posts
August 08 2012 01:49 GMT
#1054
The "macro mechanics" for the game currently are fine. You don't have to do them repetitively like vanilla StarCraft 2.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1978 Posts
August 08 2012 07:47 GMT
#1055
On August 08 2012 10:49 MNdakota wrote:
The "macro mechanics" for the game currently are fine. You don't have to do them repetitively like vanilla StarCraft 2.


chronoboost ist sill like that
Total Annihilation Zero
Roblin
Profile Joined April 2010
Sweden948 Posts
August 08 2012 07:47 GMT
#1056
On August 08 2012 08:52 MNdakota wrote:
...

I can do a whole 'nother post about that if you would like!


Please do.
I'm better today than I was yesterday!
Danko__
Profile Joined January 2012
Poland429 Posts
August 08 2012 08:40 GMT
#1057
I think there is nothing wrong with cooldown scv/chronoboost. You dont really have to even use them. Speed at which you are saturating bases, and higher efficency with less workers are making these abilities not mandatory. You can chronoboost workers to have slightly better eco, you can cooldown scvs to have slightly better eco (or aid your contain around opp base etc). But also you can spend chronoboost else where, getting faster ups, boost your defences. For terran you can skip orbital and you wont really fall behind. Or use orbital for mainly scans. Ofcourse you can use these mechanics to saturate early 3rd base quicker as well. I think these mechanics are perfect right now. Not forcing you to anything, giving you aditional options. Larvae inject had to be casted repetitively every 40sec or you would fall behind. You couldnt choose to not you use it cause you would fall behind pretty quickly. Now, with completly redesign of races situation has changed. There are still holes to fill, but i think reintroduction of larvae mechanic will be step back.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-08 10:34:57
August 08 2012 10:03 GMT
#1058
Danko, I agree on Chrono boost & Calldown SCV. They feel great and they give you the option of a little extra macro. Both those abilities also has a secondary use: Chrono boost can be used on cannons for defence and Calldown SCV can be used to expand far away or to calldown workers at the front line to repair tanks.

Right now a hatchery spawns a larva every 15 seconds. And it can hold up to 3. It takes 45 seconds to replenish a hatchery.

Inject in SC2 gives you 4 larvas extra every 40 seconds. And you can hold up to 19 larvas in one hatchery! According to Roblins calculations in the post above, that is an increase of 66% in efficency. You MUST use Inject larva cause it is so good!

My suggestion is to make Inject add 2 extra larvas after 40 seconds. And a Hatchery can hold up to 5 larvas at once as maximum. That is an increase of 33% efficency on a hatchery and you can not save huge amounts of larva like in SC2.

You will still need more hatceries to get a high larva count. But you can choose to spend APM Injecting your hatcheries from time to time, to get some extra larvas. And if you don´t, well.. you can instead focus more on your army and other Zerg stuff without falling too far behind.

Here is his analysis: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=53#1048

---

The reason I am considering Inject again is that Zerg feels a bit... empty. Queens just spread the creep........

I have earlier overthrown a lot of stuff from SC2. "Nah that just sucks!" I´ve been trying to add completely new stuff instead. Nothing is wrong with that, except that I have found out that the stuff already in the game can actually be useable if tweaked. I think Larva Inject has potential, after all. But I don´t want it to have the same effect on the game as it currently does in SC2.

The stuff I add to the Queen, like Infect creep, is just artificial respiration to let the Queen still be in the game. I was talking above on how the other macro abilities has more uses. If Queens are limited to 1 per hatchery, as they are now, then the Queen themselves are the macro abilitys with more usage! You can use it to Inject your hatcheries OR you can use them to spread creep OR to heal your defence.

If Inject, creep tumors and Transfuse costs more in energy, you can´t do it all. You gotta use your energy well. Hmm.. hm..






Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 08 2012 10:26 GMT
#1059
I personally do not like Larvae Inject. Just going to say that right now. I hate it.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-08 10:37:55
August 08 2012 10:29 GMT
#1060
On August 08 2012 19:26 MNdakota wrote:
I personally do not like Larvae Inject. Just going to say that right now. I hate it.


I don´t like it either in it´s current form. But we can´t just stop there. We gonna have to see potential in stuff too.

How can Inject be an interesting ability?

Btw, its 5.40 AM in Minnesota now. Why are you not sleeping? :p

(I will be online at 5 o clock. Thats ca 4 hours from now.)


Ps. I will not bring in Larva inject as of now. I just want to discuss IF and HOW it can be readded to the game.
Creator of Starbow
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