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On September 14 2012 05:28 scen wrote: Why do SCV's have 60 hp but drones and probes have 40?
To make a long answear short: strengthen defenders advantage.
Protoss has Photon Cannons with Chrono boost. Recall on Nexus. Warp in for instant reinforcements.
Zerg has Queens with Transfuse, Spine crawlers, lurkers and mobilty on creep. They can rally their reinforcements on creep rather fast.
Terran has bunkers, turrets, Planetary, better siege tanks, spider mines and 60 HP SCVS. Isnt that enough? The huge downside for Terran is their slow ability to reinforce. A Terran base is isolated. Its an outpost. It must survive from what it has, until the rather slow-moving reinforcements arrive. Thats why I choosed to give SCVs 60 HP. Its also a racial thing that makes SCVs more unique.
I also added a blue flame to them so players hopefully will get aware that something is different with them.
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SCV can also be killed when building structures. Probes and Drones, not so much.
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That and Z and P heal automatically. T needs to repair.
So after testing, replays not working is because of the mod itself. Other maps work fine. Somethings wrong about how I published or something.
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Ahhh machine out of juice. [On library workstation now]
I'll play you later Ark.
Thanks for the games.
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Just watched a couple games. This mod looks awesome. There aren't enough players on NA though :S
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On September 14 2012 06:49 frogmelter wrote: Ahhh machine out of juice. [On library workstation now]
I'll play you later Ark.
Thanks for the games. Ark isn't TL . He's just a guy I met on customs and introduced to Starbow.
The whole replay issue is killin me. I might try to republish and see if it fixes me.
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On September 14 2012 06:51 Fishgle wrote: Just watched a couple games. This mod looks awesome. There aren't enough players on NA though :S Your handle starts with a G right?
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I played a few games tonight. They were a lot of fun I recommend trying out this custom game!
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No spider mine video yet. Too busy working with Laertes to fix replay functionality. Busy day on NA. Busy chat room all day long. Lots of new faces. Glad to see new tl'ers trying out the mod! Thanks for the matches!
Idddddle on starbow damn you all
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On September 14 2012 08:00 decemberscalm wrote:Show nested quote +On September 14 2012 06:51 Fishgle wrote: Just watched a couple games. This mod looks awesome. There aren't enough players on NA though :S Your handle starts with a G right?  ye. I'm GnozL
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Hey Kabel. Is there a new build you can send me? We tried plenty of things to get replay functionality back, to no avail.
Mind removing starbow dependencies before you send them as well? Might fix it. I fear its a localization issue.
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When I get home again I will send you a new update. Will be ca 8 hours from now though : /
Edit: Can you tell me the values you use for Spider mines so I can add it?
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On September 14 2012 15:06 Kabel wrote: When I get home again I will send you a new update. Will be ca 8 hours from now though : /
Edit: Can you tell me the values you use for Spider mines so I can add it? I'd still like to run some tests to get it to peform exactly how I want it to. Got caught up play starbow all day (all your fault ). We had 5 people in chat all day, and a lot of the time 7. If you want to try it yourself: Spider mine- invulnerable set the flag to benign. Spider mine unburrow range was set to 4. I was trying to tweak the spider mine so it starts out slow, but accellerates to high speeds in around 1.5 seconds, so gotta fiddle with that. I imagine the movement speed aka max move speed could remain 8, and accelleration I need to get just right. Try it yourself if you'd like.
I've got a masters player who comments that you can't really use spider mines offencivly because of target priority like you could in BW.
And then I've got plenty of hydra is op, hydra is unpowered .
When I get back home I'll work on getting accelleration working so I've got some solid numbers for you. After you hand me the update to publish I'd like to make sure all the units stats are correct, but I think laertes can help me with that if hes got an EU account.
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Since you already started on the spider mines feel free to continue experiment with them. When you get them to feel good, just tell me and I will add it to the update on EU.
Would you like me to send the new patch to you right away and you can add the spider mine change to it yourself?
I am currently adjusting some things in the editor but will soon be done.
A concern I have is that the Science Vessel is so much more powerful than all other energy units for Terran. I like when players need to use many units and different spells to win the game. And right now the Vessel is the only really useful unit with spells. Medics for heal. Ghosts are as bad as in BW with their Lockdown spell.
Ghosts can use Lockdown, Snipe, Cloak and Nuke. Lockdown costs 100 energy, is researchable and "freezes" target enemy mechanical unit for 30 seconds. An old BW-spell. The problem with it is that there are no viable targets. When will Lockdown ever be useful?
- Vs Zerg.. Not at all.
- Vs Protoss.. Reavers, Immortals, Carriers and Arbiters.
- Vs Terran.. Siege tanks, Science Vessels, Battlecruisers..
Not so many really good targets. Wraiths can chase away Reavers. Goliaths take care of Carriers & Arbiters. Why waste money on geting Ghost tech when its not that great advantage to lockdown a unit? Especially when you might aswell EMP them instead? Maybe Lockdown can be cost effective vs Battlecruisers.
I will instead give back EMP to the Ghost. As it is in SC2. Lets look at potential targets and reason to get EMP:
- Vs Zerg.. You can EMP Infestors and Swarm Guardians.
- Vs Terran.. You can EMP Medics, Ghosts, Wraiths, Vessels and Battlecruisers. - Vs Protoss.. You can EMP everything. Especially good vs Immortals, Arbiters and Dark Archons/High Templars
Lockdown is a spell that does not see play often. Simply because there are not many situations to use it in. With EMP back on Ghosts, they will once again become a useful and important unit to get in all matchups. Especially in TvP. Even if Terran goes for mech play he can use 1 or 2 barracks just for Ghost production.
What will happen to the Science Vessel then..? With EMP removed from it, there is room for one more spell.
Just to fill the empty slow I will bring back the Ravens Auto-turret, as the starting spell. Nerve Jammer and Irradiate can be upgraded for 100/100 cost.
Why the Auto-turret? Its not a particular exiting spell. But it is a spell already in SC2 that people are familiar with. But I do keep the possibility open for an other spell. If someone has any realistic suggestions, just tell me.
With this change, Terran can not only rely on Science Vessels. They will still be good and useful in all matchups. So will Ghosts be too now. I think that will enable a broader set of useful casters.
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Fungal Growth for Infestors now slows the enemy attack and movement speed by 50% for 15 seconds. As a downside, Fungal Growth can also effect your units. You need to cast it right before you send in your army, otherwise you might hit both your fighting units and the enemy. The spell is actually not killing anything, since their are so many AoE-damage dealers for Zerg already, but a few good Fungals can still turn a combat in your favor.
We were discussing to give it a smaller version of Plague, as a pre-combat spell. Sneak up and cast it. I like the idea, but I think that the synergy with Fungal and Scourges, Banelings and Lurkers can be quite interesting. The Infestor catches the enemies, the other units kill them. Lets see how this work.
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This has not been uploaded yet. If anyone think that the EMP changes place is a horrible idea, tell me why!
Ps. The Hydra is a hot topic. People claim that they are both underpowered and overpowered. People are not used to having such a weak HP unit early. The Roaches are robust. But with proper micro the Hydras can be devestating. I thought they were too bad until I saw Danko play some games with them a few days ago. Then I thought they were too good :p
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![[image loading]](http://i.imgur.com/REeyc.jpg)
Here are some models in the editor that can be used for another Science Vessel spell. It fits the theme of a Science Vessel, to spawn scientific gadgets or create effects on units. (Note that the stuff above can be lowered in size) I know many of you enjoy to invent and design new spells. I often get PM from people with entirely new unit & spell ideas to add to Starbow. So I throw this one out here to see if anyone has any thoughts.
(For you who wonders what this is all about, read the above post.)
Vessels have: Auto-Turret (From Raven) as starting spell. Irradiate Nerve Jammer
Irradiate and Nerve Jammers are excellent spells that enables lots of creative use for Terran. Auto-Turret is ok, just a bit plain. Maybe something more useful and versatile can be added. (It must of course not be a gadget spell :p)
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Wait till you see Blast use hydras. He hasn't quite had a proper game, but hes giving the mod a shot and might do some casts as well.
Just give me the patch now so we can possibly get replays up asap. Spider mines I'd like to test in a few actual games TvP and TvZ before I give you any set in stone numbers.
Regarding the ghost, they don't actually let you know you are about to lose 20 workers. No nuclear launch detected as far as I can tell. As least you can spot warp prisms on the mini map when they are going to reaver drop. No warning at all a cloaked ghost is about to nuked your mining base. x.x That definently killed me one game. Is this just a localization issue? Or is it mod wide.
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Hm, strange. The Nuke is still supposed to give a warning. I will check that real quick and then I send you the file inlcuding the maps WITHOUT dependencies on them via mail.
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I compared the Starbow nuke to the SC2 nuke real quick. It looked similar. Don´t see anything in the actors that causes the warning to not be heard. I don´t think Ive ever seen a Starbow nuke on EU so I don´t know if its the same problem here.
Anyways, I sent the latest file to you via mail now
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New Science vessel spells (just throwing out some ideas)
Spy Probe (25-50 energy): Places an intargetable probe that revals the surrounding area for 5-20 seconds. (great for short term vision control, supports positional play nicely)
Smokescreen (? energy - depending on radius): Place a screen of vision blocking smoke that lasts 20-60 seconds. (not sure on this one, but has the potential to really mess up opponents army position in conjunktion with Nerve Jammer)
Confusion Ray (100-150 energy, short range): Casts a ray that confuses all units (also allied) causing them to attack the nearest target for 1-5 seconds. (REALLY powerful spell, that can backfire horribly if used wrong. Also forces your science vessel away from your army if you want to cast it without affecting your own units)
Detonate (200 energy): Destroys the science vessel dealing large damage and pushes back all units caught in the shockwave. (Basically a mini nuke, should have a short animation to quickly focus fire the detonating vessel, should be a waste to use it on an undamaged vessel)
Destabilisation Field (50-75 energy) Fires a disruptive charge that distabilises the surrounding atmosphere, making flight impossible for 5-8 seconds. (A kind of airial forcefield that serves a mostly defensive role, forcing air units to take unfavorable detours (through turrets or AA units. Less powerfull than FF because of the general mobility of flyers)
Flash Charge (25 energy) Fires a small bomb that deals very light damage and blinds units hit for 5-10 seconds. (a very cheap spell that serves mostly for in battle disruption, and to disable mobile detectors for a short time)
Another option is to make the Auto Turrer very weak and make it cost 25 energy, relegating it to being used as a panic/throwaway spell, or for short harasment.
Hope you like some of the ideas. I tried to make them fit into the techy theme of SV's, but some might be usable later for other casters you want to change.
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WOAH, NOT a fan of the sudden Ghost/SV changes. I liked the fact that the Ghost had a theme as the sniper caster, with two spells geared towards single target neutralizing, one for bio and one for mechanical to ensure that they had uses in all matchups.
If Lockdown isn't seeing enough use, you could always lower the energy cost and/or research cost/time. I'd also say buff Snipe to encourage more Ghost usage, because if you're using the same values as the current nerfed SC2 version then of course no one's going to want to touch them.
My suggestion is increase snipe damage to 50, with a 50% reduction vs Massive. You can introduce a 1 or 2 second cooldown to curb the spammage.
I like powerful and versatile Science Vessels - as Terran's mobile detection they're a necessary unit to get in almost every game, so they shouldn't feel like a liability as the Raven currently does in SC2. The auto-turret ability is boring as HELL and doesn't feel 'sciencey', as Irradiate and EMP does.
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