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[A] Starbow - Page 95

Forum Index > SC2 Maps & Custom Games
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ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 01:02 GMT
#1881
Issues:

Medic Shield ability has no hotkey atm

Suggestion:

Adding a win/loss scoreboard on the maps kind of like how icCup maps have just so we can see who's actively playing the mod easily hidable during gameplay.
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
scen
Profile Joined November 2011
Wales61 Posts
October 01 2012 08:02 GMT
#1882
On October 01 2012 08:01 ArkussSC2 wrote:
Reaver is great right now. It's easy to target it down if thats what you mean to select. Chronoboost is fine the way it is, everyone knows what it's uses are it just looks pretty. Warp Gate is easy to tell apart :/ these are things I've only heard from you

Balance related: What aren't you winning? The update only effected ZvP and on NA we're working on how to keep Protoss competitive in the PvZ matchup. DT's weren't able to 1 hit SCV's in Broodwar either, send 2 DT's in instead of 1 or 4 zealots? When it comes to mutas most maps are actually against mutas because theres so many ground pathings with 2 flanks to each base. I don't know your race, going to assume Protoss. Get some Corsairs and 3-4 cannons at every base when Mutas are out and you'll be fine. Corsairs hard counter Muta play all day and Corruptors aren't out until Hive tech.


If you make a box with your mouse then it doesn't select the reaver.

Not everyone knows what chrono boost does because the mod changes a bunch of things. It needs a box around it to show that its not a passive ability.

Warp gate's picture is changed unnecessarily. It appears as your holding down the key that you use to select it, it's pretty confusing. I am talking about the icons of chrono boost and warp gate btw.

Yeah i'm P. Wasn't beating zerg very much before. I've only noticed the problem with mutas on match point because they can fly above the terrain thats right next to the mineral lines and then you cant hit them anymore.

The fact that dt's don't one shot scv's makes dt harrass pretty crappy.
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 10:39 GMT
#1883
I played P for awhile in Starbow and I wasn't having any of these issues except for maybe the reaver one I don't know. Muta's have always been a trouble unit for Protoss but luckily in this you have Corsairs so once you see Mutas you can do the SC2 response of templar/archon or you can grab a couple Corsairs and they'll ward off muta harass

You don't need to 1hit SCV's with DT to be effective. 2 hitting will still cripple economy and if you find your DT's are dying too fast you send in 4 zealots instead.
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Decendos
Profile Joined August 2011
Germany1341 Posts
October 01 2012 11:34 GMT
#1884
BEST THREAD EVER!!!! ))) i hope this has an own thread on the us bnet forums? if not please please make one in the HOTS section that gets looked at the most these days!

hipo
Profile Joined November 2010
France482 Posts
October 01 2012 11:58 GMT
#1885
As I explained earlier, Corsairs aren't as good as in BW against muta because of their low acceleration and rotation speed (see the quote below). It mean that currently, the best way to deal with muta is blink stalker and canon (like in SC2), and on some map, it can be difficult to defend against mutalisk harrassement with ground units only.

On September 28 2012 07:24 hipo wrote:
@Corsairs
Giving energy back to them is a great idea and it shall fix the problem of Corsairs vs Hydra (if the problem still exist after the hydra damage buff) but I want to talk about another problem. After a game against Danko, I noticed that Corsairs aren't as effective against Mutalisk as they were in BW. In fact, Corsairs have less hp, less shield and don't have 1 armor at start anymore. The lack of armor make a big difference against the boucing attacks of the muta. I also noticed that Corsairs acceleration and rotation speed are very low (1.75 and 720) compared to Mutalisk or to SC2's Phoenix (both have 3.25 and 1500). Imo, it explain why microing Corsairs vs Muta seem difficult in Starbow.

On October 01 2012 17:02 scen wrote:
If you make a box with your mouse then it doesn't select the reaver.

Not everyone knows what chrono boost does because the mod changes a bunch of things. It needs a box around it to show that its not a passive ability.

Warp gate's picture is changed unnecessarily. It appears as your holding down the key that you use to select it, it's pretty confusing. I am talking about the icons of chrono boost and warp gate btw.

Yeah i'm P. Wasn't beating zerg very much before. I've only noticed the problem with mutas on match point because they can fly above the terrain thats right next to the mineral lines and then you cant hit them anymore.

The fact that dt's don't one shot scv's makes dt harrass pretty crappy.

It is true that the new Chronoboost icon is a bit confusing (even if it does look good) and that it need a box around it to show that it is a active ability. There is also a few abilities and upgrads that does not have a description yet (like the +1 range for stalkers). It's ok when you know the mod, but for beginner, it might be confusing.

Concerning the number of hit point of SCV, I do agree that 60 seem a bit too much. Like you say, it take 2 hit to kill them with DT, but it is also a problem when you try to kill them with Stalkers (5 hit instead of 3) or Immortals (3 hit instead of 2). It make harrassing Terrans with Stalkers or Immortals drops less effective, leaving the Reaver as the only good way to harass. It also make marines/scv allin (or pressure) way more effective since it is more difficult to snipe the SCV when they are building bunkers next to your natural. Imo, it isn't a big deal (as long as I don't play too greedy, I can deal with marine/scv allin even after a Nexus first) but I still think that units like DT, Immortals and Stalkers shall be able to kill SCV faster.
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 12:08 GMT
#1886
Scvs are at the same strength they were in broowar and yes they are harder to kill than drones or probes but harassment is still very viable you just can't 1 shot the mineral line. Immortal drops aren't too common in this from what I've seen because why send an immortal to do a reavers job.

As for corsair acceleration I agree that they need faster acceleration at par or close to mutas but having some come close forsplash damage should be enough to scare mutas off because by nature mutas are very clumpy. Can you post the replay of your game vs Danko for us to see what the problem was ??
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
scen
Profile Joined November 2011
Wales61 Posts
October 01 2012 12:38 GMT
#1887
this isn't broodwar arkuss, hardly seems fair that dt's rape probes and drones but not scv's. im sure people have been having trouble with marine scv all in too.
Decendos
Profile Joined August 2011
Germany1341 Posts
October 01 2012 12:55 GMT
#1888
some things i would like to see changed/tested:

- make scvs normal hp. 60 hp is a lot and helps 11 11 rax too much.

- remove void shell: its a spell only useful in lower leagues. high level player will focusfire manually anyway

- give the arbiter stasis: archon toilet is a superstupid mechanic even with smaller vortex radius

- not sure about the scourge. might be fine but also might be either way too strong (killing all opponent air at once) or way too weak (no/too few scourges reach enemy air). it forces splitting which is nice so it is good designwise, not sure about balancewise.

- remove swarm guardian. its the exact same as the BL (isnt it?) or is the swarm guardian just another name for the defiler?

- remove splash from viking. vikings are already the best AA in the game. think its too much and vs light units like mutas/phoenix you have goliath as a good AA anyway.

after that being said. i love muta diversity, science vessel spells and the reaver being able to shoot down/up cliffs.
Danko__
Profile Joined January 2012
Poland429 Posts
October 01 2012 13:10 GMT
#1889
I can post from my phone now. Yay!

I agree with hipo. Corsairs speed and acceleration has to be fixed.

Also, new hydras are step in wrong direction. You couldnt have rip it from its weaknesses and strenghts more. zerg marine is not what i was dreaming about.
ArkussSC2
Profile Joined May 2011
Canada95 Posts
Last Edited: 2012-10-01 13:38:36
October 01 2012 13:29 GMT
#1890
No it is not broodwar but scv up makes little difference imo as it did in broodwar. I've never had an issue with scv all in so I can't share your pain on that but I know you can have a spine crawler in time of the push and he won't have stim so I don't know what the issue is.

Vikings having splash isn't an issue, you can't mass vikings like you can in sc2, they just replace the valkyrie in broodwar
Void shell being removed has no impact on the game :/ let lower league players have fun skills, its not all about master play
Scourges are fine, my issue was that I thought they self splashed and danko pointed out you just have to micro them
Why remove swarm guardian? It's a hive tech caster that's very effective :/ support your requests don't give stupid statements. If you don't know what the unit does don't comment on it
r
Danko I agree the issue wth hydras in the past may have just been the economy. Having both fixed might have been overkill
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 01 2012 14:05 GMT
#1891
Is EU playing an entirely different game than us?
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 14:08 GMT
#1892
Seems like it because were not having similar issues at all :/ you've seen my dt play December I think we can agree scv Ho didn't change its effectiveness. Posting replays of issues is critical imo because we need to distinguish balance from player skill and error
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Decendos
Profile Joined August 2011
Germany1341 Posts
October 01 2012 14:10 GMT
#1893
On October 01 2012 22:29 ArkussSC2 wrote:
No it is not broodwar but scv up makes little difference imo as it did in broodwar. I've never had an issue with scv all in so I can't share your pain on that but I know you can have a spine crawler in time of the push and he won't have stim so I don't know what the issue is.

Vikings having splash isn't an issue, you can't mass vikings like you can in sc2, they just replace the valkyrie in broodwar
Void shell being removed has no impact on the game :/ let lower league players have fun skills, its not all about master play
Scourges are fine, my issue was that I thought they self splashed and danko pointed out you just have to micro them
Why remove swarm guardian? It's a hive tech caster that's very effective :/ support your requests don't give stupid statements. If you don't know what the unit does don't comment on it
r
Danko I agree the issue wth hydras in the past may have just been the economy. Having both fixed might have been overkill


you cant say scvs are same as BW and saying scvs/marine allins, 11 11 rax etc. is the same. the bw marine had less hp so its different.

i asked whether swarm guardian is the same as BLs (because it basically is in every custom game etc.) or if it was made a defiler in this map so dont give pissed answers.

why cant you mass vikings? is supply cost higher in this mod?
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 14:20 GMT
#1894
Asking for something to be removed with ignorance to what it is results in a "pissed" answer.

Scv and marine hp is the same and again I'm a zerg and I've never had this issue so I'm asking you for a replay to show it. Scv all in has never been great vs protoss but if you're protoss and dying to it I maimed protoss for a month and was doing great so I can help you there too

Viking in this needs tech lab now so you can only make them 1 at a time
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-10-01 14:41:40
October 01 2012 14:31 GMT
#1895
this is my original post about swarm guardian:

- remove swarm guardian. its the exact same as the BL (isnt it?) or is the swarm guardian just another name for the defiler?

i even asked if it is the same...so dont give pissed answer. if it would be the same as BL it would obviously be stupid to keep it in game. but since i wasnt sure i asked if it is the same as BL or if it is a renamed defiler. learn to read first before getting pissed.

didnt know viking needs teclab but might still be too strong once you get too many (takes longer to do but they will be a lot more powerful). just dont see the need to give them splash with teclab instead of let them be as they are since goliath is fine vs light air units.

just played it: the marine DOES have 45hp! so marine scv play got buffed in this map compared to BW where marine had only 40hp. since 11 11 rax on pro level still gives lot of wins to terran 60hp scvs are too much and give free wins to terran.

therefore make scv normal health like in sc2.
X3GoldDot
Profile Joined August 2011
Malaysia3840 Posts
October 01 2012 15:03 GMT
#1896
just played a game on NA against apathy, proxied double robo reaver/mortal/warp prism with stalk and mass zealot rush, it was retardedly strong, despite him scouting and unpowering my pylon was quite awhile i still won even though he has 4 bunkers, idk if going mass tanks wouldve helped either tho since i had warp prisms plus immortals........1 base against 2 base terran btw
prime/startale/[SexComaZerg, RoyalRoaderZerg, SirLifealot] ingame ID = GoodGame
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 01 2012 15:25 GMT
#1897
Marine has 5 extra hp ok thats not clutch and again you still haven't told me the matchup (Tv???) or anything you did to try to stop it, how many times you've lost to it, you're own skill level, etc. Very important variables. What kills you doesn't necessarily kill others.

Again, you started off with "remove swarm guardian". You started a your suggestion with an ignorant statement and you were met with a sour remark. If you had worded your suggestion along the lings of "Is swarm guardian the same as Broodlord? if so it could be removed" then I would have simply told you it was a caster unit but you chose to word yourself in an ignorant stance on the removal of a unit you didn't even know about. You sir should learn how to read and how to properly address yourself. I made a stupid statement about scourges earlier and Danko deservingly put me in my place and now I am doing the same to you.

Vikings aren't too strong because what is the use for them? Theres no colossus anymore and Starbow meta doesn't use broodlords late game vs terran (at least on NA). Actually being a Zerg player now I've never even built a greater spire :/ so Vikings don't need to kill colossus and they aren't killing Broodlords, that leaves Mutas. Since theres no thor (a very strong anti muta unit) I don't mind terrans having a small splash radius as without some sort of AoE muta's can get pretty retarded. Goliaths are also a good choice for anti air but whats wrong with two choices? Goliaths are ground units meaning they are more likely to get caught in the engagements by ground units and be targeting ground units. It's better to have an air anti air unit shooting your opponents air than forcing yourself to target fire air with your ground units while being bombarded in opposing ground units. It's all preference but in terms of balance it's fine and again the viking is a unit that is situational and rarely used.

@GoldDot

Glad you found a build with robo play
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-10-01 16:42:20
October 01 2012 15:54 GMT
#1898
On October 02 2012 00:25 ArkussSC2 wrote:
Marine has 5 extra hp ok thats not clutch and again you still haven't told me the matchup (Tv???) or anything you did to try to stop it, how many times you've lost to it, you're own skill level, etc. Very important variables. What kills you doesn't necessarily kill others.

Again, you started off with "remove swarm guardian". You started a your suggestion with an ignorant statement and you were met with a sour remark. If you had worded your suggestion along the lings of "Is swarm guardian the same as Broodlord? if so it could be removed" then I would have simply told you it was a caster unit but you chose to word yourself in an ignorant stance on the removal of a unit you didn't even know about. You sir should learn how to read and how to properly address yourself. I made a stupid statement about scourges earlier and Danko deservingly put me in my place and now I am doing the same to you.

Vikings aren't too strong because what is the use for them? Theres no colossus anymore and Starbow meta doesn't use broodlords late game vs terran (at least on NA). Actually being a Zerg player now I've never even built a greater spire :/ so Vikings don't need to kill colossus and they aren't killing Broodlords, that leaves Mutas. Since theres no thor (a very strong anti muta unit) I don't mind terrans having a small splash radius as without some sort of AoE muta's can get pretty retarded. Goliaths are also a good choice for anti air but whats wrong with two choices? Goliaths are ground units meaning they are more likely to get caught in the engagements by ground units and be targeting ground units. It's better to have an air anti air unit shooting your opponents air than forcing yourself to target fire air with your ground units while being bombarded in opposing ground units. It's all preference but in terms of balance it's fine and again the viking is a unit that is situational and rarely used.

@GoldDot

Glad you found a build with robo play


yeah lets forget about the swarm guardian thing. it was a misunderstanding...

as for the marine thing. it actually matters a lot. even on pro level 11 11 rax is very strong in tvz and with a 60hp scv that means the bunker is going up far more often which will make 11 11 OP. if scv has 60hp but marines would have BW style 40hp it might be fine. it might also be a problem in TvP although i dont know about that since i am high master zerg but only dia toss and terra.

well just because BLs arent used right now it doesnt mean the metagame wont change. goliath splash vs air is enough and i still dont see the reason for vikings having splash. they are superfine vs BLs even without splash and vs everything else you have goliaths. vikings making splash will just make the game easier which isnt what we want. havine to manually attack the air units in a ground + air fight with goliath increases micro.

btw. achon toilet has to go! stasis is much better in terms of less luckbased play.

ArkussSC2
Profile Joined May 2011
Canada95 Posts
Last Edited: 2012-10-01 16:43:49
October 01 2012 16:32 GMT
#1899
I haven't been archon toliet'd yet so I can't say anything and from 1 zerg to another, are you scouting or just being greedy mass expanding? If you pool first you will most definitely have a queen and a spine up at your natural by the time the push comes and from there yu just pull drones if necessary.

I'm testing it right now and will post replays to show if it's holdable or not. So far we conclude that if you don't scout you die but thats the case of most cheese strats like 7pool or proxy 2gate. testing on oakshire, smallest map.

@EDIT

Well drop.sc is closed down :'( but heres what we did. My standard Z is 10 hatch 12 pool, don't know about yours. 12/13 was easily stopped. 11/11 unproxy was again easily stopped but the terran player tried to kill the spine crawler and not run by into the main. 11/11 proxy was devastating, hit before spines were up and was scouted halfway across the map. Pulled drones off the mineral line until 2 spines were finished and queen popped. Held the attack with 6 drones, queen and 4 lings left. My natural was still alive as killing it would just slow the pressure down.

My advice after doing 3 games of testing. Scout at 12 supply or risk dieing to a cheese :/ most cheeses are the same way, gotta scout them first. Pool first you will hold every time but that standard FE play is at risk to cheese but thats no different than any other cheese play.
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2012-10-01 16:43:14
October 01 2012 16:40 GMT
#1900
I kinda like the idea of having players having to choose between Inject and creep tumors as it is a direct choice between unit production and map control.

-I'm not 100% sold on the 1 queen/hatchery yet, i'll give that feature some more gameplay before I comment

-A burst of 2 larva after waiting 40 in-game seconds feels underwhelming, what are your thoughts of causing larva inject to increase the hatcheries larva production rate by 75% (1 larva spawns every 8.5714 seconds instead of 15) for 40 seconds? the production would be exactly the same as having 2 larva pop after 40 seconds as you have now but the benefits of casting the spell are more immediate and smoother as opposed to bursts of production. I've seen some discussion of zerg production falling just a tad behind were it ought to be, this may be what addresses that issue.

I feel as though Creep Tumors could use a minor minor buff so that there is a real benefit or reason to choose it over larva inject throughout the game. At the moment, with limited queens, I tend to be getting just a few tumors to connect bases and just inject after that. I've thought of increasing the HP of tumors, since we're not seeing nearly as many as in WOL, players also have more map control units and options so denying creep spread has gotten a little easier. I've also considered having creep give zerg ground units on the creep a bonus to health regeneration to have creap spread provide another form defenders advantage and allows zerg to control territory with units + creep as a terran would with units + sieged tanks for example.

no suggestions for other spells on the swarm guardian, what roles are you looking for it to fill other than a pure siege breaker?

awsome map and keep it up!
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
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