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[A] Starbow - Page 57

Forum Index > SC2 Maps & Custom Games
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Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-08-12 14:39:24
August 12 2012 14:38 GMT
#1121
You can add 3rd suptype of units (medium for example). There are few units with 3 dmg values and for these just use lowest value as base (so vulture would deal 6 dmg +6vs medium +12 vs light, and tank would deal 35dmg +15vs medium +30vs armored). And you have to tweak damages only of units with 3 values and add medium subtype to non-light, non-armored units. Bad idea?

Actually most of units will deal 0,5dmg. Its lowest damage, not 1.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-12 14:45:07
August 12 2012 14:44 GMT
#1122
Your suggestion will work. Since the 35 damage will be the base damage, all other units must either be medium armor or armored, to take 50 or 65 from the siege tank. That can be done. But first I will try if the values I added today, 45 & 65, will work. If they do, that saves me some extra work ^^

Im online in 5 minutes!
Creator of Starbow
Don Pedro
Profile Joined April 2010
Switzerland14 Posts
August 12 2012 16:07 GMT
#1123
Thanks Kabel for investing so much time in this amazing project! Great success with making this mod truly the game that sc2 should have been.
Danko__
Profile Joined January 2012
Poland429 Posts
August 12 2012 16:15 GMT
#1124
I like 35/50 much more cause of few things:

1. +1 carpace timing on lings vs tanks!
2. Zealots vs tank relation. With smart shoting they kill zealots fast already. No need to further nerf zealots imho.
3. We tested that already and it worked.
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 12 2012 16:26 GMT
#1125
On August 13 2012 01:07 Don Pedro wrote:
Thanks Kabel for investing so much time in this amazing project! Great success with making this mod truly the game that sc2 should have been.


Oh, Don Pedro, you flatter me! But remember that this is not complete yet. Still areas to improve!

On August 13 2012 01:15 Danko__ wrote:
I like 35/50 much more cause of few things:

1. +1 carpace timing on lings vs tanks!
2. Zealots vs tank relation. With smart shoting they kill zealots fast already. No need to further nerf zealots imho.
3. We tested that already and it worked.


I agree! Just so much extra work to get this to work again T_T
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-12 17:12:36
August 12 2012 17:11 GMT
#1126
By the way Danko, regarding larvas. You say they spawn to often from hatcheries. I use the standard SC2 values of 15 seconds per larva. If I decrease that, to lets say, 20 seconds per larva, I also must decrease the spawn time of Inject. If we assuem that the current ratio in efficency between Queens with Inject & Hatcheries is good, Inject must last longer than 40 seconds, otherwise it is much better than hatcheries. Perhaps set Inject duration to 60 seconds, if a larva is spawned every 20 seconds from hatcheries. We don´t want Inject to be too good again, neither let it be too bad either. And why is the Inject time a problem?

I assume that Zerg players at master & diamond level are used to injecting every 40 seconds. To screw up that rhytm by increasing it to +60 seconds, will cause frustration. After all, people who plays this MOD uses knowledge & skills they are used to from SC2 or BW. If fundamental things in unit or ability controls are messed up, like Injecting larva timings, people will ragequit and call me faggot more often.

If larvas spawn rate are decreased, and Inject is decreased too, will that be a concern for Zerg players?
Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
August 12 2012 17:25 GMT
#1127
I dont think people are really that sensitive about these timings. Also im not saying thats bad they spawn every 15sec. Its just personal preference. But i have to say with old 8mins per trip and 20 or even 22 larvae spawn it felt much more BW-esque imho. You had to manage larvaes, not money, at least i feel that way. I always end up with lots of stacked larvaes now.
MNdakota
Profile Joined March 2012
United States512 Posts
August 12 2012 20:08 GMT
#1128
On August 13 2012 02:25 Danko__ wrote:
I dont think people are really that sensitive about these timings. Also im not saying thats bad they spawn every 15sec. Its just personal preference. But i have to say with old 8mins per trip and 20 or even 22 larvae spawn it felt much more BW-esque imho. You had to manage larvaes, not money, at least i feel that way. I always end up with lots of stacked larvaes now.


I agree.
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.
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-12 20:22:31
August 12 2012 20:15 GMT
#1129
On August 13 2012 02:11 Kabel wrote:
By the way Danko, regarding larvas. You say they spawn to often from hatcheries. I use the standard SC2 values of 15 seconds per larva. If I decrease that, to lets say, 20 seconds per larva, I also must decrease the spawn time of Inject. If we assuem that the current ratio in efficency between Queens with Inject & Hatcheries is good, Inject must last longer than 40 seconds, otherwise it is much better than hatcheries. Perhaps set Inject duration to 60 seconds, if a larva is spawned every 20 seconds from hatcheries. We don´t want Inject to be too good again, neither let it be too bad either. And why is the Inject time a problem?

I assume that Zerg players at master & diamond level are used to injecting every 40 seconds. To screw up that rhytm by increasing it to +60 seconds, will cause frustration. After all, people who plays this MOD uses knowledge & skills they are used to from SC2 or BW. If fundamental things in unit or ability controls are messed up, like Injecting larva timings, people will ragequit and call me faggot more often.

If larvas spawn rate are decreased, and Inject is decreased too, will that be a concern for Zerg players?

immediate concern: if this is done, doesn't that mean zerg will be way nerfed in the early game? if it is done then probe and SCV buildtime would have to be increased to keep the balance of economy.

reason:
SCV build time: 17
probe build time: 17
drone larvae production: 15

as we can see, currently zerg drone production is faster than probe or SCV production, however, I can explain the 2 second decrease and argue that zerg has roughly equal production compared to the others in early game.
you see, zerg overlords also spend larvae, so every 9th larvae needs to be an overlord instead of a drone, thus the time to build 8 probes/scvs (without getting supplyblocked) is 17*8 = 136 seconds.
and the time to build 8 drones (+an overlord to avoid supplyblock) is 15*9 = 135 seconds.
almost identical.
add to that the fact that zerg starts with 3 larvae and spend drones to build buildings, and that terran spends mining time to build buildings, it gets quite chaotic to find out what race is better at building workers. the only sure thing is that terran is worse than protoss (ignoring macro-mechanics other than building workers)

if the larvae production was changed to 20 sec/larvae, then the drone production will be 20*9 = 180 for 8 drones, so to match this the probe and SCV production would have to be around 180/8 = 22.5 seconds, round to 22 or 23.

furthermore, that change means that the zerg army is weakened by at least the cost of a macro-hatchery to keep up with the other races unit production, remember, 33% slower larvae spawnrate means 33% less army unless the player gets a macro hatchery. those 12 zerglings (300 minerals, equal to a hatchery) can do quite a bit of difference in early game.

technically speaking there is nothing wrong with changing it this way, but please consider the question:
is it a necessary change?
it will require a ton of re-balancing if it is done.

//Roblin

edit: shouldn't do any major difference later in the game though.
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-12 20:25:41
August 12 2012 20:21 GMT
#1130
Build time for all workers are right now 22 seconds in Starbow. (And larvas spawn at 15 seconds just as in Sc2 )

The reason why can be found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=50#993
Creator of Starbow
Danko__
Profile Joined January 2012
Poland429 Posts
August 12 2012 20:24 GMT
#1131
Larvae spawn rate decrease will be huge nerf for zerg, and probably will require some tweaks in near or further future. But its not like we are close to real balance right now. And you shouldnt worry that much about whines.
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-12 20:27:39
August 12 2012 20:25 GMT
#1132
On August 13 2012 05:21 Kabel wrote:
Build time for all workers are right now 22 seconds in Starbow.

The reason why can be found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=50#993


then for the love of god change it, why the hell does zerg have such a massive drone production advantage in the early game? remember, drone production is not limited by production time, it is limited by larvae spawn rate.

edit: army stats will need to be tweaked though.
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-12 20:32:25
August 12 2012 20:26 GMT
#1133
On August 13 2012 05:25 Roblin wrote:
Show nested quote +
On August 13 2012 05:21 Kabel wrote:
Build time for all workers are right now 22 seconds in Starbow.

The reason why can be found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=50#993


then for the love of god change it, why the hell does zerg have such a massive drone production advantage in the early game? remember, drone production is not limited by production time, it is limited by larvae spawn rate.


:D

Give me a good value and I change it right away!

And give me a good Inject value that adapts to the new larva spawn rate too!
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-12 20:45:35
August 12 2012 20:37 GMT
#1134
On August 13 2012 05:26 Kabel wrote:
Show nested quote +
On August 13 2012 05:25 Roblin wrote:
On August 13 2012 05:21 Kabel wrote:
Build time for all workers are right now 22 seconds in Starbow.

The reason why can be found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=50#993


then for the love of god change it, why the hell does zerg have such a massive drone production advantage in the early game? remember, drone production is not limited by production time, it is limited by larvae spawn rate.


:D

Give me a good value and I change it right away!


well, as mentioned in the semi-long post, the economy increase in the early game should be roughly equal around all races, for the sake of simplicity and avoiding many a headache for developer.

so since it takes 22*8 = 176 seconds to build 8 probes or SCVs, we want a larvae spawnrate such that we get larvae for 8drones+1overlord (9 larvae) in roughly the same time.

thus we should get 9 larvae in 176 seconds which corresponds to 1 larvae every 176/9=19.55555556 (note: this is not rounded to 7 decimals :D (edit: actually, appearently it is :S)) so 20 seconds seems pretty good.

zergs will need to start getting an inbase macrohatch right after the natural though, to account for larvae production, I know thats what I'm going to do anyway!

edit2: currently inject spawns 2.3333... larvae per minute, in percentages of a hatchery, that is (since 8/3 = 2.3333...) (8/3)/4=0.6666... which means 66.7%

so to match this percantage in our new larvae spawn rate, that means we want (since 2/3 = 0.6666... and hatcheries spawn 60/20 = 3 larvae per minute)
(2/3) * 3 = 2
inject larvae should spawn approximately 2 larvae per minute to be the same percentage increase as before.
I'm better today than I was yesterday!
Danko__
Profile Joined January 2012
Poland429 Posts
Last Edited: 2012-08-12 20:47:06
August 12 2012 20:46 GMT
#1135
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..
2. Zerg is loosing workers on buildings.

But still i wanted to suggest 20secs for hatcheries spawn rate.And larvae inject with 60sec timer for 2 larvae or 1 larvae every 30 (which may seem bit too hard, and not enough rewarding task).

Oh, fuck you. Stop reading values from my head >.>
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-12 21:07:11
August 12 2012 21:06 GMT
#1136
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..


I can´t find the values I have written down regarding this. But the first worker is more efficent than the second worker, at the same mineral patch. This is because the second worker has to wait a couple of seconds before it starts mining.

So having 8 workers at one base, and 8 workers at another base is better than having 16 workers at the same base.

Is this really something we need to take in account when deciding the larva spawn rate?
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-12 21:24:39
August 12 2012 21:09 GMT
#1137
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..
2. Zerg is loosing workers on buildings.

But still i wanted to suggest 20secs for hatcheries spawn rate.And larvae inject with 60sec timer for 2 larvae or 1 larvae every 30 (which may seem bit too hard, and not enough rewarding task).

Oh, fuck you. Stop reading values from my head >.>


1. what do you mean with spread econ? workers most of the time?
2. yes, indeed, the relevant amount of workers lost are:
spawning pool
hatchery
extractor
optional additional hatchery
optional spine crawler (or 2)

so technically speaking, we should want to have zerg be in the lead by about 3-5 drones approximately 4-6 minutes into the game, assuming that no building are built.

taking this into account, we get that:
(5*60)/22 = 13.636363
probes can be built in that time (4 minutes 30 seconds) lets say about 13.5.

now lets say zerg should have 3 more drones at this time, that means drone production should be (since each drone also costs 1 8th additional larvae in overlords)
(16.5+16.5/8)/5 = 3.7125 larvae per minute

this is actually slightly different from the previous numbers, and this is how much:
60/3.7125 = 16.1616161... or roughly 16 seconds per larvae.

and as for larvae inject, it should be (2/3)*3.7125= 2.475 larvae per minute, which means 1 larvae every 24.2424242... second, rounded to 2 larvae every 50 seconds.

so thank you for your correction danko, the new values with this in mind is:
hatchery: 1 larvae/16 seconds
inject: 2 larvae/50 seconds

edit: the math was wrong, at first I used 4-5 minutes, and that had slightly different values


3. *spooky voice* the math reads your miiiinnnnnddd ooooooOOOOOOOoooooooOOOOOOO


On August 13 2012 06:06 Kabel wrote:
Show nested quote +
On August 13 2012 05:46 Danko__ wrote:
Roblin you are missing a lot of things:
1. Zerg have much more spread econ. Workers most of the time are more efficent..


I can´t find the values I have written down regarding this. But the first worker is more efficent than the second worker, at the same mineral patch. This is because the second worker has to wait a couple of seconds before it starts mining.

So having 8 workers at one base, and 8 workers at another base is better than having 16 workers at the same base.

Is this really something we need to take in account when deciding the larva spawn rate?

not really, but math is fun!

edit3:
damn! now we don't take into account the fact that zerg starts with 3 larvae!

you know what, fuck it, lets say the 3 starting larvae makes up for the fact that zerg needs a fewmore workers in early game.
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 12 2012 21:24 GMT
#1138
so thank you for your correction danko, the new values with this in mind is:
hatchery: 1 larvae/16 seconds
inject: 2 larvae/50 seconds



You said earlier that larvas spawn at 15 seconds was a massive drone production advantage:

then for the love of god change it, why the hell does zerg have such a massive drone production advantage in the early game? remember, drone production is not limited by production time, it is limited by larvae spawn rate.


If the larvas spawns at 16 seconds instead of 15, and inject at 50 instaed of 45.. Seems kinda similar if you ask me..?
Creator of Starbow
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-12 21:30:01
August 12 2012 21:27 GMT
#1139
On August 13 2012 06:24 Kabel wrote:
Show nested quote +
so thank you for your correction danko, the new values with this in mind is:
hatchery: 1 larvae/16 seconds
inject: 2 larvae/50 seconds



You said earlier that larvas spawn at 15 seconds was a massive drone production advantage:
Show nested quote +

then for the love of god change it, why the hell does zerg have such a massive drone production advantage in the early game? remember, drone production is not limited by production time, it is limited by larvae spawn rate.


If the larvas spawns at 16 seconds instead of 15, and inject at 50 instaed of 45.. Seems kinda similar if you ask me..?


yea, I noticed that too, and I realized


edit3:
damn! now we don't take into account the fact that zerg starts with 3 larvae!

you know what, fuck it, lets say the 3 starting larvae makes up for the fact that zerg needs a fewmore workers in early game.


I now revert opinion back to

hatchery: 20 seconds
inject: 2 per 60 seconds

andI will never ever change my mind again.
today.
I'm better today than I was yesterday!
MNdakota
Profile Joined March 2012
United States512 Posts
August 12 2012 22:07 GMT
#1140
Any EU games going 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.
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