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[A] Starbow - Page 66

Forum Index > SC2 Maps & Custom Games
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Prev 1 64 65 66 67 68 537 Next
maybenexttime
Profile Blog Joined November 2006
Poland5712 Posts
August 26 2012 08:06 GMT
#1301
If it's like in BW, get armor upgrae for your Marines early. That way it'll take 3 Lurker shots to kill a Marine instead of just 2.
Roblin
Profile Joined April 2010
Sweden948 Posts
August 26 2012 09:06 GMT
#1302
On August 26 2012 09:57 decemberscalm wrote:


Hi! Casted another Starbow match, replay curtesy of Kabel as usual. Hope you like it!

nice game, but I must ask out of curiosity:
is that crickets in the background?
every time you stop talking (especially in the earlygame) I can't stop laughing because there is this hilarious moment where you go:

"its probably a lot slower on NA since most people are on EU, but it's definitely worth giving it a shot!"
*crickets*
I'm better today than I was yesterday!
MNdakota
Profile Joined March 2012
United States512 Posts
August 26 2012 09:22 GMT
#1303
On August 26 2012 18:06 Roblin wrote:
Show nested quote +
On August 26 2012 09:57 decemberscalm wrote:
http://www.youtube.com/watch?v=Oz-nY3-Khj8&feature=youtu.be

Hi! Casted another Starbow match, replay curtesy of Kabel as usual. Hope you like it!

nice game, but I must ask out of curiosity:
is that crickets in the background?
every time you stop talking (especially in the earlygame) I can't stop laughing because there is this hilarious moment where you go:

"its probably a lot slower on NA since most people are on EU, but it's definitely worth giving it a shot!"
*crickets*


That's the ambient sound from the map.
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: 2012-08-26 10:04:45
August 26 2012 09:27 GMT
#1304
@ Scen

Going bio with terran seems to leave you with a surplus of gas, maybe make either the medic and/or ghost cost less minerals and more gas?


I agree. Terran often float huge amounts of gas when they go bio and science vessels. I am considering increasing the medic cost & the ghost cost in gas.


I also mention that the terran dropship is way too expensive for what it does.


It costs 100/100. Is that really a robbery? Ok, it does not heal as the Medivac does.. but still it gives you mobility and are useful. I would say that 200 minerals is more expensive than 100/100 for the reason that you have so much gas anyways. And 75/75 looks odd. 50/50 ? nah. Otherwise, if the dropship is so bad for it cost, it can get a buff if necessary. Faster speed, better armor, more life or something else. But personally I think they are fine.


Lurkers seem really weak for their cost and how late they are in tech. Maybe consider buffing its attack.


I am gonna try a new lurker upgrade that costs 200/200 and gives burrowed lurkers +2 armor. This means that they have 3 base armor when burried, instead of 1. They are vulnerable when they run around, but better when burried. The reason is to make them more resistant vs low-tech units, like marines, zealots, stalkers. I agree that low tech units can for the most part walk into lurkers and just tear them apart. (unless you have a really high number of lurkers)

With a new armor upg, low tech units need support to beat them: nerve jammer, Irradiate, Snipe on Ghosts, siege tanks, shield with medics, maybe spider mines. Protoss need reavers, psi storm, maelstrom, immortal or dark templars, void ray. Or just huge amounts of stalkers

One thing that is a BIG problem with lurkers is that if you hit the burrow key, it will burrow alllllll of your units. Its not uncommon to see an entire hydra army burrow because of one lurker. It'd be nice to tab to the lurkers and only burrow them like selecting what caster you want to use.


Good point! Anyone has an idea on how to fix this? I can´t find any value that indicates how likely a unit is to be selected over any other

http://www.youtube.com/watch?feature=player_embedded&v=Oz-nY3-Khj8#t=1343s

Haha whats going on at 22.23? Some weird sound from the units :D

Great casting by the way!


Ps. How do I make a video become visible in the post? Right now its only a url :s
Creator of Starbow
Don Pedro
Profile Joined April 2010
Switzerland14 Posts
August 26 2012 09:36 GMT
#1305
cool cast. the hydras seem too beefy, as it looks like they can take too many tank shots. also: i think the mineral income is too low. i mean, i love the idea how you need to expand a lot, but overall i think the armies should be bigger. maybe the workers should be able to carry +1 mineral? (also mins seem always low compared to gas..)
maybenexttime
Profile Blog Joined November 2006
Poland5712 Posts
August 26 2012 09:48 GMT
#1306
I know how to fix that! How about you have a separate hotkey (control group) for Lurkers? O_o
Danko__
Profile Joined January 2012
Poland429 Posts
August 26 2012 10:49 GMT
#1307
Kabel, if you think lurkers are too weak, maybe just lower delay between each spike (i mean, "projectile speed", so their atack reach enemy faster, not increase atack speed), and increase AOE of each spike tiny bit? Also, im not sure if lurker atack is not stopped when lurker dies or changes target. It looks like spikes goes to half of their range and then stop, so right now if you rush with group of rines into lurker its possible that they wont even get scratched (even tho they have 2-3 range less, but they hit instantly and lurker atacks takes SOO long to reach target). +2 armor when burrowed will be broken imho. Just fix their atacks so they can actually hit their atacks.

Gas surpulus in terran lategame bio play => ghosts. You can tweak their cost (they were 25/75 in BW). Also, right now, i belive mass ghost lategame can be quite game breaking (with their 10 range :D).

Dropships are fine imho. You are anyway using them with cheap marines or vultures mostly.

Don Pedro, you will get used to it. Its just different than sc2. You can fast tech with every race here or you can delay your tech completly and go very econ oriented builds. You can see that especialy with zerg play. No need for early queens, "cheaper" (iincome/worker) gas, and very strong options at lair, even in low numbers allows you to get strong units and be effective with good timing even in low numbers (while in sc2 you really dont have that option as zerg)


MNdakota
Profile Joined March 2012
United States512 Posts
August 26 2012 11:21 GMT
#1308
I don't know why people think they have to have 3 workers on a geyser all the time. If you're floating too much gas then simply take them off or reduce the amount of workers on the geyser.

I haven't touched StarCraft 2 in weeks. :<
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.
Danko__
Profile Joined January 2012
Poland429 Posts
August 26 2012 11:51 GMT
#1309
Well, dakota, if you want, you can play on EU right now. I wont be back in home for about 4 more hours, and not sure if i will even play then. Just stream something if you will
Roblin
Profile Joined April 2010
Sweden948 Posts
August 26 2012 14:01 GMT
#1310
On August 26 2012 18:22 MNdakota wrote:
Show nested quote +
On August 26 2012 18:06 Roblin wrote:
On August 26 2012 09:57 decemberscalm wrote:
http://www.youtube.com/watch?v=Oz-nY3-Khj8&feature=youtu.be

Hi! Casted another Starbow match, replay curtesy of Kabel as usual. Hope you like it!

nice game, but I must ask out of curiosity:
is that crickets in the background?
every time you stop talking (especially in the earlygame) I can't stop laughing because there is this hilarious moment where you go:

"its probably a lot slower on NA since most people are on EU, but it's definitely worth giving it a shot!"
*crickets*


That's the ambient sound from the map.

really? I thought it felt louder than that.
I'm better today than I was yesterday!
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 26 2012 15:06 GMT
#1311
On August 26 2012 09:57 decemberscalm wrote:
http://www.youtube.com/watch?v=Oz-nY3-Khj8&feature=youtu.be

Hi! Casted another Starbow match, replay curtesy of Kabel as usual. Hope you like it!


Thanks for the casts, I really enjoy watching these. Maybe have the music on next time though.
Kill the Deathball
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-08-26 16:53:55
August 26 2012 16:51 GMT
#1312
@Kabel
Lurkers burrow at the same time as hydralisks because they share the same ability. You'd have to copy the burrow ability from lurker and give it a new one that is differentiated from other Z units. That or you miiiiight be able to change it simply swapping command cards.

@Robin
My brother noticed this as well when he was listening to my cast. I had no clue what he was talking about because I automatically tune out ambient SC2 sounds as background noise. Ahahah, funny though.


@DonPedro
Both armies not always being 200/200 way too fast another big thing that makes this mod so fun. Reaching the cap easy feels bad, because it becomes part of gamey tactics you are forced to use like sacrificing a lot of workers to ensure you win in the one big engagement. I also like it because you have to earn your big army. You aren't simply given it by having a wall off at your natural.

@Pzea
Thanks! I'll keep that in mind.




Hopefully I'll stop dieng to harass so I can cast a few NA games.
If anybody has some fun replays be sure to send them and I'll take a look. Its really fun to see and share these matches.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 26 2012 18:25 GMT
#1313
--- Nuked ---
scen
Profile Joined November 2011
Wales61 Posts
August 26 2012 19:45 GMT
#1314
what race aer you playing as laertes?
Roblin
Profile Joined April 2010
Sweden948 Posts
August 26 2012 19:48 GMT
#1315
dear community. what are your thoughts about these mostly building-related upgrade-ideas?

local scanner: gives buildings +X sightrange

engine propellant: increases the movement speed of flying buildings by X

operation liftoff: allows buildings to liftoff and move. (not allowed without upgrade)

increase sensor range: sensor tower detect range increases by X

homing missiles: missile turret range is increased by X

emergency repair nanobots: buildings no longer burn from being damaged.

multi-target system: missile turrets can attack 2 units at the same time.

SCV+: SCVs build buildings X% faster.

armor plating: SCVs get +3 armor.

reactor technology: allows the building of reactors (or a similar upgrade for techlabs? or maybe one for both?)
I'm better today than I was yesterday!
MNdakota
Profile Joined March 2012
United States512 Posts
August 26 2012 19:52 GMT
#1316
Why does Terran need these again..?
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: 2012-08-26 21:19:01
August 26 2012 20:19 GMT
#1317
Stream down
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 26 2012 20:30 GMT
#1318
On August 27 2012 05:19 Kabel wrote:
Stream up on EU: http://sv.twitch.tv/ltkilgore


Tell him he needs to put on fullscreen (windowed) otherwise it will keep blinking like that crazily.
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
August 26 2012 20:44 GMT
#1319
He fixed it now
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 26 2012 20:47 GMT
#1320
Would love to play on EU. But still don't have an account. :3
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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