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On March 04 2012 14:50 RiceBowl2 wrote: Keep Dark Swarm and Plague, bring consume back in. Having neural parasite is too strong to keep with DS and plague on a single unit. Also, try to make it for NA version? Always wanted to play an sc2 with bw-like mechanics.
Like in my project FreeCraft, they were unable to actualize first post enough... They already did something like this.
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On January 21 2012 03:49 Type|NarutO wrote:Show nested quote +On January 21 2012 03:42 Itisis wrote: Barracks, Factories, and Starports can be salvaged..? Also, I don't see the reason behind the Gateway/Warp Gate change, seems like you just changed it for the sake of changing it. This way warpgate and gateway both have an advantage and a disadvantage. If you ask me, this is how it should work. Right now in Starcraft 2 a normal gateway is just a process to get a warpgate.. you could as well just upgrade "Warpgate" and from then on just build warpgates... The way he puts it will give you the benefit of harassing / instant reinforcements via warpgates, but the cooldown will be slower than the production cycle of a normal gateway.. if you need to macro for defence for example.
Yes yes yes and yes.
This is really what I've been thinking since they introduced Warp-Ins. Its no choice its just a tech u get later.
I love your effort with the mod!
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Oh man, the way my marine ball was structured was so awesome. I don't really like the clusters SC2 puts units in.
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Anyone up for a game on EU server? Always nice to play with new people ![](/mirror/smilies/smile.gif)
Write me PM here or add me in game. Gossen.927
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4713 Posts
Nice, with the chrono for cannons, WG and GW build speed changes, as well as removal of sentries and giving HT the FF, you've single handedly fixed PvP. Now toss has more defenders advantage so the MU doesn't have to devolve into a massive 4 Gate fest, and their early and mid game can be improved since the individual force of zealots and dragoons has to be higher since they can over rely on WG and don't have FF till mid-late or late game. Its something I've been saying for a long time and its good to see someone try it out.
Some small suggestions for the general gameplay.
I'd keep SCV's health close to that of probes and drones, as well as their respective attack damage or range the same for the sake of consistency, otherwise someone might find a way to exploit an advantage.
It also seems like you've removed MULEs and underplayed the role of larva inject. In my opinion its a mistake, because it is one of the more interesting ways to improve macro, managing your alternative resources, like energy, larva, chrono etc. Players often talk about how it is easier to macro in SC 2 since you have smarter rallies, auto-mining etc. And while I don't agree with dumbing down the game just for the sake of it, I agreed with some of those points and macro abilities like, MULEs, Chrono and Larva Inject add a lot more to the game.
Also, specifically on the MULE, the reason terrans have it, is because they lose mining time every time they build and they also need them to keep up with the macro abilities of other races, even if you nerf Chrono and Larva Inject, you can't just flat out remove the Mule, it has its needed place.
For economy. I don't agree with expanding being cheaper. The ratio of workers to mineral patch is still the same as in SC2 since going for 3 workers per patch leads to super saturation, faster mining out of bases and is still less efficient that 2 workers per patch. With your model the first 8 workers mine the same, but doubling the number of workers increases productivity by 50%, overall a nerf of 25% to current resource intake, but I feel heavily balanced out by the cheaper expansion rate. I'd keep the cost of expanding the same, but just reduce number of mineral patches from 8 to 6, that will probably have the desired effect you want.
For protoss specifically, if the defenses they have still seem flimsy, maybe adding shield batteries would make their defenses strong. Also, make FF targetable and destructible, but with a very low target priority, so as to force players to focus their micro against them if they want too/need too.
For terran specifically, you killed bio by removing marauders. I probably am sensing some anti-marauder hate, but they really added a lot to bio and where needed, they allowed bio to be viable along with mech and air since marines and marauders completed each other. Also, marauders are flimsy and fragile in comparison to thors and BCs, you still need to kite a lot with bio be able to make it successful, and I felt like that was what made the play style very interesting. Mech was about tactical positioning and firepower, bio was about maneuvers and picking good fights, by removing marauders you made terran play a bit poorer.
Also remember, the reason it is important to make bio, mech and air all viable, is because the terran invests resources into individual upgrades for these unit types. Upgrades for Infantry don't affect mech or air and vice versa so it is important for all styles to be strong. This also doesn't make your Rax, Factory and SP salvage idea viable. It will only work in the early and mid games, when you haven't committed to a tech path yet via upgrades. Once you do so, it will be a waste of resources to salvage 4-5 factories, that produce 3/3 mech, just to go 3-4 SP to produce 0/0 air.
I also don't agree with adding back the dropship and medic and the removal of medivacs. In my opinion this is another area where Blizzard improved upon their design, is by combining less interesting units together to form more interesting units.
Overlords are already interesting because they serve a practical role as supply and creep spread, and they become even more interesting and useful when you upgrade them to be able to drop. Warp Prism creates a power zone, acting as a forward pylon to stage surprise attacks and it acts as a drop ship. The drop ship is really stale and boring, it doesn't add anything interesting to the game when the WP and Overlord already fulfill two or more roles.
Most of the other changes I agree with.
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fun map
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I guess its time for official announcement. Me and Kabel (or Gossen) are no longer working together (on same mod). Our works are totally different and can cause some confusion because of their names, as both are currently named starbow.
For now there are 5 maps with my mod aplied, and these are: -Xel'naga Caverns Starbow, Shattered Temple Starbow, Crevasse Starbow, Daybreak Starbow and Korhal Campound Starbow. I will rename everything soon so people wont be suprised by content.
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You should also make different threads.
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On March 10 2012 22:37 Danko__ wrote: I guess its time for official announcement. Me and Kabel (or Gossen) are no longer working together (on same mod). Our works are totally different and can cause some confusion because of their names, as both are currently named starbow.
For now there are 5 maps with my mod aplied, and these are: -Xel'naga Caverns Starbow, Shattered Temple Starbow, Crevasse Starbow, Daybreak Starbow and Korhal Campound Starbow. I will rename everything soon so people wont be suprised by content.
2 questions:
1. why not work together? is it a difference of opinion? personal issues? cooperation issues? and won't this create unnecessary divides in the target audience ending in neither of you doing as well as you could have in a popularity viewpoint?
2. what will be the difference between the 2 mods? why should someone play one of the mods rather than the other? there must be some difference in design philosophy, else it doesn't make sense.
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2 questions:
1. why not work together? is it a difference of opinion? personal issues? cooperation issues? and won't this create unnecessary divides in the target audience ending in neither of you doing as well as you could have in a popularity viewpoint?
2. what will be the difference between the 2 mods? why should someone play one of the mods rather than the other? there must be some difference in design philosophy, else it doesn't make sense.
1. We just feel we have a different view on what we want the game to become. No hard feelings ^^
2. Time will tell.
If anyone wanna help me test the latest changes to Starbow today on EU server, please PM here or add me in SC2.
Nick and number: Gossen.927
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I hate how maps can be released on one server but not released onto all of them. EU seems to have the best maps? Followed by NA, not sure about KR but SEA is by far the worst. Could you try releasing onto other servers?
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On March 11 2012 22:18 meatbox wrote: I hate how maps can be released on one server but not released onto all of them. EU seems to have the best maps? Followed by NA, not sure about KR but SEA is by far the worst. Could you try releasing onto other servers?
Sure, I just want to get the mod good enough before I release it. Thats why I look for people here to test stuff ^^
Anyone up for a game?
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On March 11 2012 23:52 Kabel wrote:Show nested quote +On March 11 2012 22:18 meatbox wrote: I hate how maps can be released on one server but not released onto all of them. EU seems to have the best maps? Followed by NA, not sure about KR but SEA is by far the worst. Could you try releasing onto other servers? Sure, I just want to get the mod good enough before I release it. Thats why I look for people here to test stuff ^^ Anyone up for a game? I don't have access to EU, only NA or SEA, pm me with character name and code and i'll give it a shot plus feedback (ill be on for 4-6 hrs from this post)
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Now I have updated the opening post.
Anyone up for a game? Add me on EU Gossen.927
Please leave thoughts & feedback & questions here!
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A simple AI is in the mod.
It´s easy to beat, but it lets you try the stuff and the flow in the game.
But if you find a real opponent that is more fun ^^
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At the beginning, I was like cool! Less minerals that should be interesting. Then you changed all the units and made queens incredibly ridiculously overpowered. Get one queen at 200 energy=insta army.
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On March 26 2012 02:57 mastergriggy wrote: At the beginning, I was like cool! Less minerals that should be interesting. Then you changed all the units and made queens incredibly ridiculously overpowered. Get one queen at 200 energy=insta army.
As of right now, Queen has 100 energy so you can only make 4 eggs at the same time.
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On March 26 2012 02:57 mastergriggy wrote: At the beginning, I was like cool! Less minerals that should be interesting. Then you changed all the units and made queens incredibly ridiculously overpowered. Get one queen at 200 energy=insta army. compared to normal:
they can no longer attack air. (nerf) they spread creep at the same rate as before. (+-0) they cost the same. (+-0) transfuse is unchanged (+-0) they havea lower maximum energy (nerf) they give 1/4th of the larvae they used to. (nerf) they can spawn larvae anywhere. (buff)
trust me, queens are not overpowered.
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I have now created a Starbow chat channel in SC2.
There you can find opponents much easier.
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I've played 1game vs Computer and vs Gossen^^ (I am uTsInsane) My Feedback is, that imo, the warpgate should have 10s more second to "recharge" I mean, the zealot with gateway is ready in 35s, so the warp should be 45s long, and no 40s. And change the time warp from 7 to 5.
Maybe the warpgate search should be fast to research and/or need a twilight Council?
The Dragoon with the +2range can Outrange marine in the bunker?
That's it for my feedback, I'll edit this post if i want to add more.
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