Brood War was made for monitors like that. With smaller screens you need to zoom in more to avoid looking at ants.
Starcraft 2 is made for a 1920:1080 resolution, so scope of vision needs to be larger.
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Grumbels
Netherlands7028 Posts
Brood War was made for monitors like that. With smaller screens you need to zoom in more to avoid looking at ants. Starcraft 2 is made for a 1920:1080 resolution, so scope of vision needs to be larger. | ||
CapnAmerica
United States508 Posts
I'll be happy to practice, get good again, and style on everyone. | ||
Zaphod Beeblebrox
Denmark697 Posts
Zerg having a hard time taking a third vs Terrans I like the idea of the missile turret change. Giving the Zerg a bettter way of appying pressure seems more sustainable than just making it cheaper to take the third. Terran players are too good at finding timing attacks that do a lot of damage. Critical mass of corsairs attained too fast Slightly longer build time and some changes to turn rate/acceleration seems like the way to go. It is a problem if Scourge can't connect properly - also Scourge HP. Critical mass of Science Vessel's (SV) attained too fast / too easy to irradiate everything quickly Reducing the acceleration might be a good idea. It makes it much harder to use SV's, and makes them easier to snipe. They may even benefit from being even slower than in BW due to unlimited unit selection. That being said, a build time increase would help a few other issues, such as the fact that the SV dominates production from Starports. Zerg feels "thin" on unit variety I maintain my stance that the Roach is a great unit design, that is hard to make work in the Zerg army. I seem to remember someone suggesting introducing the Impaler (Zerg campain unit), and the Swarmhost has been tried before. Zerg could use a long range siege unit (as an alternative to the short range Lurker) - but it needs to avoid overlapping heavily with Lurkers, or fall into the trap of Swarmhosts (lets flood the map with free units yay). This is a unit we might have to design from scratch, or at least be a heavy mix of several units - but it could be a fun addition. Vipers are fairly useless, and consume makes any good spell we add to them IMBA Consume on a mobile unit is a recipe for disaster. There is no way a unit like this can be allowed any strong spells. A better alternative is to remove consume and buff the Viper to compensate. If we reintroduce Infestors - don't give them IT's. It makes Infesters too good generalists, and has a number of balance problems. Null wards makes certain PvT styles force terran to turtle very heavily and leads to very boring and potentially imba gameplay in favor of protoss. Either make them easier to counter (avoidable like mines), weaker or have shorter lifespan. I prefer the route of making them easier to counter, but shorter lifespan in exchange for some slightly shorter deployment and stronger effect could make for an interesting combination. The shorter lifespan route also has the benefit of not making it the Protoss mine, but something different. Stalkers still feel useless (not sure if I want to address this yet as Stalkers recently got a buff) Then wait. We don't want the "blink goons" of the past to return. I think a good measure for effectiveness is if they can fight Vultures with mines and have the battle entirely be decided on micro. Been a while since I participated in this thread. | ||
Xiphias
Norway2223 Posts
@Zaphod. Dat post timing. I agree with a lot on that list. Thanks for contributing again! In response to this post: http://www.teamliquid.net/forum/starcraft-2/440661-starbow-beta?page=320#6394 I made this spreadsheet so I can keep everything in one place: https://docs.google.com/spreadsheets/d/1i0DycXzv7gEep8UIcyUUr7Ham_RDit-Z_uwffFHZg6M/edit?usp=sharing All are allowed to comment in the spreadsheet if wanted. | ||
404AlphaSquad
839 Posts
This is a version of an alternative smartcastsystem we are considering. | ||
WombaT
Northern Ireland23666 Posts
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Hider
Denmark9341 Posts
Consume on a mobile unit is a recipe for disaster. There is no way a unit like this can be allowed any strong spells. A better alternative is to remove consume and buff the Viper to compensate. In order to make this argument you would have to explain why there is some magical thing about consume that means you can't balance the Viper around it. Why can't the spells of the Vipers be buffed by 10% for instance, why would that break the game as you imply? No such argument has been presented. In my opinion it's just been a confusion of correlation=/casuation. As an example that consume + mobility doesn't causate an impossible to balance spellcaster, look at the Defiler. It has much more mobile consume as it can use it anywhere on the map. The Viper is, however, more limited as it needs to go back to the base to get energy. Yes, with Consume the Vipers abilities must be slightly weaker than they otherwise would be. But maybe that's -20% value and not -40% where it currently is at (note random numbers to proove a point). Give the abilities of the Viper a small buff and see what happens. Consume is a on the other hand a great way of rewarding a strong mechanical zerg player, and should therefore be maintained in the game. If we reintroduce Infestors - don't give them IT's. It makes Infesters too good generalists, and has a number of balance problems. In Sc2, Infested Terrans + burrow is mainly a harass-ability. It's however a bit UP; but I think if Sc2 had got rid of creep-spread modifier to burrowed units and instead increased its movement while burrowed, then it would be used more. But why would that be problematic in Starbow? If anything, it is what makes the Infestor unique from other ground-based spellcasters. | ||
Xiphias
Norway2223 Posts
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Grumbels
Netherlands7028 Posts
On September 18 2014 22:44 404AlphaSquad wrote: https://www.youtube.com/watch?v=SwB_afytNak This is a version of an alternative smartcastsystem we are considering. I do like it. Yes, it's silly and gimmicky and will alienate casuals etc. but if you're going to base your game on brood war and then have irradiate and a host of other abilities break your game then it's better to compromise maybe? | ||
404AlphaSquad
839 Posts
On September 19 2014 00:15 Xiphias wrote: Why do we not call it: the Secret Superb Starbow Semi-Smartcasting System? (or SSSSSS for short, fit's well with BFFFFF...) Too late ![]() | ||
Xiphias
Norway2223 Posts
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Xiphias
Norway2223 Posts
On September 25 2014 03:05 Xiphias wrote: trb vs Franscar showmatch. Bo5 starting very soon over at: http://www.twitch.tv/sc2_starbow Have to take a 60 min ish break. Should be back around 21:30 CET. | ||
Xiphias
Norway2223 Posts
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[SC]Django
Poland44 Posts
http://img2.wikia.nocookie.net/__cb20101203085727/starcraft/images/7/76/AgriaValley_SC2_Map1.jpg In StarCraft II ladder there was never, a map with this textures. Please create great map for StarBow... | ||
Xiphias
Norway2223 Posts
![]() Good news for all American Starbow players: http://starbowmod.com/forum/showthread.php?tid=650 | ||
Vehk
United States151 Posts
Also check out these threads on Team Liquid: Ongoing Monday Night Starbow Thread Monday Night Starbow #1 Thanks everyone! | ||
PF1057
Germany12 Posts
Starbow got me back to play more often, because it felt quite better to play, whilst the design was comparable interesting. | ||
Deleted User 97295
1137 Posts
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PF1057
Germany12 Posts
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Xiphias
Norway2223 Posts
Yes we are starting to name them by numbers now! :O First off, huge thanks to Franscar, Decemberscalm and Ahli who helped a lot in the editor. General
Zerg
Protoss
Terran
Bugs
I will make a VOD to explain the changes tomorrow. Future: This was a very zerg focused patch as they have both been under-preforming and felt bland. We still might do something more about banelings and continue to try to fix certain bugs with the spider mine. | ||
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