[A] Starbow - Page 63
| Forum Index > SC2 Maps & Custom Games |
|
Kabel
Sweden1746 Posts
| ||
|
decemberscalm
United States1353 Posts
![]() | ||
|
Kabel
Sweden1746 Posts
I am right now working on an update so I can´t send away the MOD file together with the map, since you will only get a half done update. But I have PMed UloseTheGame now and told him to fix it asap! Otherwise, try to see if the settings in the lobby can be adjusted? Edit: If you play on Bazaar, use the old Brood War trick. Play 2v1 and the third player just lifts of his command center and adds you as allies? (If that is possible) | ||
|
decemberscalm
United States1353 Posts
| ||
|
Kabel
Sweden1746 Posts
![]() | ||
|
decemberscalm
United States1353 Posts
| ||
|
shadow_orc
Canada52 Posts
| ||
|
Gben592
United Kingdom281 Posts
On August 21 2012 17:58 Kabel wrote: Hey, Ive been busy for 2 days now. But I will try to get an update up tomorrow, since I am busy today too. I will add moving shot to a couple of units, including workers. (I will look at BW for references.) I love you :D I look forward to playing with it :D | ||
|
Kabel
Sweden1746 Posts
Lets start with the small stuff: Ultralisks now finally start with 1 armor and NOT with 10! Siege tanks deal 45 dmg vs everything and 65 vs armored. They can now overkill. It means that more Siege tanks then needed can shoot at the same target and thus waste firepower. See this thread and search for "overkill" for good reasons: http://www.teamliquid.net/blogs/viewblog.php?topic_id=360325 Moving shot has been added to some units. Mutalisks, Corsairs & Wraiths already had it but I improved it further. I have added it to Drones, Probes, Archons and Vultures. I have looked at the Sc2BW MOD for references. If needed, more units can get it later. Minor bug fixes and adjustments. No weird balance changes yet. Here comes the big stuff... And now Danko gonna kill me ^^ I have added three new "concepts" I want to try. They have not been tested in multiplayer so the stats and actual balance is by no means perfect. Since I still call this for beta means that I can go bananas with my ideas :D The Arbiter spell Matrix has been rebuilt. Arbiter is the most expensive and late tech unit in the game. It messes with the fabrics of space! It can create black holes! Therefore it felt silly and not very useful to have a small "healing" spell for the Arbiter.. Remember, Matrix used to regenerate energy & life at a slow rate to units in the Matrix field.. Instead, Matrix manipulates time. ![]() It creates a Matrix at target area. (I just call it Matrix because it ends with an X, just like Vortex.. If anyone has a better name, tell me!) All friendly ground units inside the Matrix attack & moves 25% faster. Shields and energy regenerates faster too. (Its also time!) All enemy units AND buildings in the Matrix attack, moves, regenerates and produces stuff 25% slower. It lasts 20 seconds. So.. How can this be used? Well, probably players will use it on top of their army to gain extra fire power.. Or in a melee combat were both the enemy and frendly units are fighting, hence the effect is even better.. You can also use it on enemy static defences to slow them down, since Vortex won´t remove them.. You could use it to regenerate energy a little faster for your High Templars & Dark Archons.. You can also cast it on enemy buildings to slow down the production time by 25%... --- Medics has a new spell that can be researched, called Energize. It allows Medics to replenish energy to friendly units. It is a channeled ability that replenishes 1.5 energy per second. So if the Medic has full energy, 100, it will give 30 energy during 20 seconds to target unit. It is no auto-cast on it, so you must target each unit individually. And what is the purpose of this? ![]() It feels very Terran to have a supportive ability like this. It fills an empty spell slot for the Medic and it hopefully gives them a broader use. Even if you do not go bio with lots of barracks, having a few medics in your mech army can still be useful. You can replenish energy to Vessels, Wraiths, Ghosts & Battlecruisers. It will probably be mostly used to replenish Vessels so they can cast more Irradiate or EMPs. But if you do play bio, the gain is not that great. Sacrifice a Medics entire energy of 100 to give 30 to another unit. You will not have energy to heal. I do not know if this is too good or too bad. The worst case scenario is probably if they keep replenishing Battlecruisers Yamato gun. Maybe BCs and Medics can be a lategame combo. If that proves to be too strong, a cooldown can be added to Yamato gun, or increase it casting cost or something similar. --- The Nydus worm has made comeback, but with a twist. I never liked it in SC2 because it allowed players to do base trades and all-in-attacks so much easier. If you get the nydus up, you can have your whole deathball in that players base. You build a Nydus Nest for 200/200 at Lair tech. The Nydus Nest allows you to build a Nydus worm at target location on creep. It costs 100/100 and 8 supply. It has a 150 seconds cooldown. The Nydus Worm lasts 40 seconds and spawn 4 free roaches every 10 second. The roach lasts 15 seconds and a Nydus worm can spawn 4 waves of Roaches.. That equals 16 short-lived roaches............... "ok, Kabel... WTF is going on now?!" ![]() Let me explain. What will the Worm be useful for? The main concept is that the closer you get the worm to the enemy the more effective will your Roaches be. But if you are too close, the enemy can snipe the worm. So what the Nydus Worm does is add you a decent temporarily army at a location.. It still costs you money and it can only be spawned on creep. All of a sudden, having Overlords with creep spread out on the map or with your army gets more interesting. They will act as potential zones to summon a Nydus when needed. What can players do with this? --- Defence --- If you are attacked at an expansion a bit away, you can summon a Nydus there for 100/100 to spawn some temporarily reinforcements. Also, if the enemy is about to move onto the creep, you can spawn some Nyduses there to buy you some time while your real army gets in position. --- Siege --- If you want to assault an enemy base and have some overlords with you, you can spawn Nyduses there to assault the defences. The free Roaches can soak up the tank or cannon damage, while your real army deals the damage. --- Harass --- If you have some overlords near enemy expansions, or if you get an overlord into the enemy base, you can spawn nyduses to harass him. --- In combat --- If you are about to engage the enemy players army, spawning a couple of Nyduses can help you win the combat. This will probably encourages creep spread too, since the edge of the creep is a likely place to spawn worms as close to the enemy army as possible, when he tries to move onto the creep. You can also use Nyduses to flank the enemy. If you spawn some at the side of his army, you can attack from 2 directions. Overall, I think Nyduses will encourage some fun decision making, by both you and the opponent. Shall I use the worm here? Or is it to close? Can I engage the enemy worm? Shall I fight or back of until the Worms expires? The reason I use Roaches is that it was an easy model to try this concept with. I want a unit that does not deal so much damage, but can rather tank damage for Zerg. The potential worst scenario is if a player builds 10 of these buildings and drops them into the enemy base. Ok, they waste 1000/1000 doing so.. But since Roaches are not that good damage dealers and live so short, they will most likely not destroy an entire base, like one normal SC2 worm would have done. But I will probably find a new model for an entire new Zerg unit that comes out of the Worm, so it gets a more unique feeling. Will this be extremely overpowered? Spawn 16 roaches, 4 at a time every 10 seconds, that lives 15 seconds for 200/200 main building cost and 100/100 spawn Nydus cost with 150 seconds cooldown? Or will this just suck big time? Or never be used? Will any of these abilities be useful? I don´t know, but I do wanna give it a try. But if the concepts do not fit in the game at all, I will of course remove them. As usual, give your opinions on this matter. I will be online on EU soon to play some. Feel free to join the Starbow Chat Channel to play with me! This will not be sent to NA today. The reason is that when I try it on EU now I will most likely have to change some values. So I will send you a better update tomorrow instead. | ||
|
decemberscalm
United States1353 Posts
I'm tempted to get an EU account. | ||
|
Kabel
Sweden1746 Posts
Btw, how did the games you played yesterday on NA feel? | ||
|
decemberscalm
United States1353 Posts
My two favorite aspect of this mod, fewer resources per base and tactical battles. So easy to get 200/200 in regular SC2 on 2/3 base that the cap feels like a silly limitation and people have to use the food limit as a factor into their strategy every game which seems so arbitrary. Having a big army feels like an acheivement for securing your territory instead of just a given. It was also having to make sure your units are positioned carefully in every match up instead of just TvT. Striker destroyed with me Toss harass twice in a row. I never bothered to be safe from harass from toss because they essentially don't in SC2 besides worrying about easy to deal with zealot drops and dt's. Raver dropped me, and then used corsairs on my overlords the next match. I was thinking, nah, I'm safe, I'll just protect my ovies. OH WAIT, corsairs are halfway phoenix and can grav lift all of my drones. Ahahaha. | ||
|
MNdakota
United States512 Posts
| ||
|
decemberscalm
United States1353 Posts
On August 24 2012 03:18 MNdakota wrote: Okay, sorry but this is getting kind of silly... ? | ||
|
Kabel
Sweden1746 Posts
But hopefully as this develops further things can get a bit more stable | ||
|
MNdakota
United States512 Posts
On August 24 2012 03:32 Kabel wrote: @decemberscalm yea the metagame is not mapped out yet. Every game is unexplored territory. No one has a known build order yet. (Not that I know of atleast ^^ ) And what is good vs what is still a bit uncertain etc. "Oh, could I die by this?" But hopefully as this develops further things can get a bit more stable Wasn't this shit gunna finalize like last month? What's going on Gossen. You're adding too much I think. | ||
|
Kabel
Sweden1746 Posts
I had last of july as a final date to set a first "final" version of the game. This month has been to evaluate how the stuff has been. Me, and others who have given me feedback, has critized a couple of things: Medics lacks a spell. Matrix is not an interesting or useful spell. Frenzy on Swarm Guardian overlaps with Plague. Engineering bay has no upgrades. (since they did not effect the current units in Starbow.. No PDD etc to effect) Protoss has no tier 2 units. (Thats why I added Immortal) Zerg feels empty and could need another tier 2 unit or building. Maybe the nydus? So I try to adjust some of the feedback I have recieved. This is an attempt to fill the gaps. | ||
|
MNdakota
United States512 Posts
On August 24 2012 03:57 Kabel wrote: Medics lacks a spell. It only has one vision; one purpose. To heal biological units! Matrix is not an interesting or useful spell. What the fuck is that? Frenzy on Swarm Guardian overlaps with Plague. I have no idea what that is. Engineering bay has no upgrades. Because you removed them! Protoss has no tier 2 units. Agreed. Zerg feels empty and could need another tier 2 unit or building. Give back the Nydus Worm but make it only castable on creep. Would be fun to see... | ||
|
Garmer
1286 Posts
| ||
|
maybenexttime
Poland5712 Posts
By the way, good job. I would gladly play your mod, but I don't have sc2... | ||
| ||


![[image loading]](http://i.imgur.com/8WZIP.jpg)
![[image loading]](http://i.imgur.com/EWaKs.jpg)
![[image loading]](http://i.imgur.com/kVGCt.jpg)