[A] Starbow - Page 66
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maybenexttime
Poland5712 Posts
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Roblin
Sweden948 Posts
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* | ||
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MNdakota
United States512 Posts
On August 26 2012 18:06 Roblin wrote: 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. | ||
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Kabel
Sweden1746 Posts
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 | ||
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Don Pedro
Switzerland14 Posts
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maybenexttime
Poland5712 Posts
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Danko__
Poland429 Posts
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) | ||
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MNdakota
United States512 Posts
I haven't touched StarCraft 2 in weeks. :< | ||
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Danko__
Poland429 Posts
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Roblin
Sweden948 Posts
really? I thought it felt louder than that. | ||
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pzea469
United States1520 Posts
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. | ||
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decemberscalm
United States1353 Posts
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. | ||
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Deleted User 97295
1137 Posts
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scen
Wales61 Posts
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Roblin
Sweden948 Posts
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?) | ||
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MNdakota
United States512 Posts
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Kabel
Sweden1746 Posts
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MNdakota
United States512 Posts
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. | ||
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Kabel
Sweden1746 Posts
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MNdakota
United States512 Posts
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