is it possible that there is a BUG with lurkers / protoss cannons. Kaos and I just had the case that he burrowed his lurker and I had cannons, but I couldn't see them and he simply killed my cannons with his lurkers. At least cannon vision and probably cannon range is lower than lurker range? This is to hard to handle. isnt it?
Starbow - Page 117
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Drazzzt
Germany999 Posts
is it possible that there is a BUG with lurkers / protoss cannons. Kaos and I just had the case that he burrowed his lurker and I had cannons, but I couldn't see them and he simply killed my cannons with his lurkers. At least cannon vision and probably cannon range is lower than lurker range? This is to hard to handle. isnt it? | ||
sluggaslamoo
Australia4494 Posts
On January 23 2014 19:29 Drazzzt wrote: Hi, is it possible that there is a BUG with lurkers / protoss cannons. Kaos and I just had the case that he burrowed his lurker and I had cannons, but I couldn't see them and he simply killed my cannons with his lurkers. At least cannon vision and probably cannon range is lower than lurker range? This is to hard to handle. isnt it? Yup, counter with corsairs because he wont have good AA (seriously the only thing that can kill corsairs are scourge, they should never die against hydras with good micro). Once you have genocided his overlords proceed to rek him with dts every where while staying safe with a cannon on high ground and getting obs. Lurkers also cant kill DTs without detection. This exact thing happened to bisu where he was reduced to one base and he won by killing 50 units with a single DT and nuking overlords with corsairs. | ||
iknowFiRE
Slovenia37 Posts
On January 23 2014 18:30 Lunareste wrote: I always loved Starcraft 2, but one game of this mod makes it so abundantly clear that THIS is what Starcraft SHOULD be. And I am so incredibly fucking happy that this mod is here to stay. And I hope so incredibly hard that the Blizzard devs can take a look at this and apply some of its lessons to the actual game itself, so I can watch my favorite players and heroes battle on in a much better Starcraft 2 experience. This has been said many times before, but majority of former Bw players wanted and expected for Sc2 to function similarly in mechanics, just with new graphical engine and units, kinda like Starbow is right now. Unfortunately, this hasnt happened and next month will mark the 4 years since sc2 beta and in all that time blizzard wasnt willing to change it, so I really doubt they would now. This is their new vision on Starcraft and they have clearly shown on numerous occasions they dont want to mess with underlying mechanics at all, they will just patch balance and all they said was if we dont like it, use map editor and make your own version. For better or for worse, they like Sc2 the way it is. Its a matter of preference what is more enjoyable and being former Bw player myself, yes this mod is way superior to Hots in many ways for me because it emulates the feel Bw had. The way expanding works, units not clumping, proper high ground advantage is what is essential to this, how the game plays, while having more friendly user control like macro mechanics, unlimited selection and automining from Sc2. But many Sc2 players dont enjoy this because they got used to Sc2 and dont want change, ironic since this is how Bw players felt 4 years ago... It is unrealistic to expect a mod to gain much traction in tournament scene however, since it is not backed by Blizzard, who knows what could happen, ill enjoy it regardless. | ||
Lorch
Germany3666 Posts
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Zaphod Beeblebrox
Denmark697 Posts
On January 23 2014 18:30 Lunareste wrote: Oh man. just played my first game against a really nice ex-bw player. It was fucking INCREDIBLE! We battled all over the map as we each made units and countered each others compositions with new tech. 1. We went through the "standard" opening of him pushing my natural expansion with his Dragoons, I counter with Bunker and Siege tanks 2. I eventually create a Spider Mine field while he pushed my vultures back from entering his territory, so I create a Siege line with defensive vultures outside of the choke at his natural, so he sends reaver drops out into my bases while he masses units to push through. 3. He made sentinels to push me away from his natural, we fall back to mine while I produce goliaths 4. He masses up a huge Zealot/Dragoon army to counter me, and I have to leapfrog my tanks across the map back to his choke with vulture/goliath support 5. I set up a choke again and realize that I'm too late to stop his third, which has finished, so I have to split my army to try and kill his new expo 6. When I push out, he comes in with Carriers and makes me fall back to my natural again, while I get more Goliaths and Vikings 7. He pushes me back to my base and counters my 3rd and 4th with DTs, which I cannot setup defense for due to being pushed back to my natural while I wait for enough Goliaths. gg! What is really blowing my mind is the concept that this entire game played out in such a way because Terran can create serious map control at contentious places. Whenever I watched Brood War and then came to play SC2, this is what I felt was missing to facilitate creating a deeper, more strategical game. I understand that he HAS to break through my line to expand, that I can hold this place on a map where I am in control. This is so much fucking better than trying to medivac drop in his base while I try and avoid his Colossus and High Templar every game. The fact that we fought across the map, from his natural to my natural, with small amounts of units that each served an important purpose in defending and pushing the enemy back while we reinforced for the next attack is absolutely stunning. There was no point where we really overwhelmed another; whether it was me trying to drop Spider Mines outside of his ramp and him rebuffing, or me retreating with 5 tanks, 3 vultures and 5 goliaths from 2 Carriers and some Chargelots while my next wave is moving across the map. The most important thing is that the pacing of this game felt so incredible, there was no point where all of my army just evaporated due to him having A-move units like Collosi and High Templar against Terran Bio. I lost but I had so much fucking FUN playing against Protoss for the first time in YEARS. I never felt like there wasn't a point that I COULDN'T attack because he had a certain tech that I couldn't fight against, like I would in SC2 when Protoss would have out Colossus and I had no Vikings. I always loved Starcraft 2, but one game of this mod makes it so abundantly clear that THIS is what Starcraft SHOULD be. And I am so incredibly fucking happy that this mod is here to stay. And I hope so incredibly hard that the Blizzard devs can take a look at this and apply some of its lessons to the actual game itself, so I can watch my favorite players and heroes battle on in a much better Starcraft 2 experience. This post... This alone makes all the hard work we have done the past two years (well 1½ years for me) worth the effort. To have someone genuinely picking it up and ejoying how it plays and feels. We never intended for the mod to be the next big RTS or replace regular SC2. We made it so people missing the BW feel of gameplay could find that experience playing our mod. Hope you will continue playing and enjoying both winning and losing. | ||
sluggaslamoo
Australia4494 Posts
On January 23 2014 20:38 Lorch wrote: @iknowFiRE: I know nowadays it has become the standard that developers actually give a fuck about their esports game. However, for the very majority of the time that eSports has existed developers really didn't care at all about the competitive scene around their games. On top of that, given that Blizzard doesn't even update/patch Starbow I don't see how it'd need more from Blizzard than the simple permission to exist and be played competitively. The only issue I see is that Starbow is literally HOTS' biggest competition when it comes to competitive RTS right now and Blizzard may just forbid Starbow tournaments or make them really hard to run. Whats sad is that this comment would have sounded really dumb if it wasn't for the fine print Blizzard put down for running BW tournaments (harder to run a BW tournament than SC2) and how Korean SC2 literally did everything they could to shutdown competition (PC Bang scandal, Kespa court case, cease and desist just when SSL got popular, etc). | ||
Foxxan
Sweden3427 Posts
On January 23 2014 13:16 sluggaslamoo wrote: BW has been figured out? I want what you're smoking Yes you will win more by copying builds off liquipedia, but that's because you're more likely to be successful by copying builds that already work than doing your own. BW liquipedia is actually outdated, there's a lot of stuff that has been figured out that isn't in liquipedia. I don't think anything Jangbi did in his OSL run was in Liquipedia. The Reality "Hell" build. 14CC into 3 fact gols The new 3 Hatch +1 carapace muta/scourge ZvP meta which came out only a couple years ago. +1 5 Rax into Late-mech TvZ meta which only came into prominence in the final year of BW Proleague. Iam very curious about these things. You wanna mention more things? | ||
shin_toss
Philippines2589 Posts
.Im having a hard time in PvZ , tried watching some recent Bisu BW plays but sadly my apm cant handle microing corsair vs scourges while macroing. I think you needed at least 200 minimum APM for that. Tho on the other hand , zergs just right click scourges to corsairs then go back to macro. And also how to punish their expansions? sending zealots not that ideal , cause lings can see your every movement on the map and can prepare for it very well. | ||
GoOdy
Germany44 Posts
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shin_toss
Philippines2589 Posts
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Grumbels
Netherlands7028 Posts
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c0ldfusion
United States8293 Posts
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Jayson X
Switzerland2431 Posts
In the past 10 years it was the community first and foremost that drives what is popular and whatnot. If there is a real demand for something like Starbow, then it's the communities responsibility to find all the bumps and build all the bridges. This is how online gaming works and forever will. Don't point at this mod you enjoy and say "See Blizzard? Do it this way!!". No! Blizzard does not matter. If you think there's something missing. A page, a tournament, a podcast, a blog post, a youtube video, an encouraging message to the devs, do it! This is how it has been done since the beginning of gaming. Through playing, caring and sharing. | ||
0mg_t1red
Russian Federation104 Posts
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Pirfiktshon
United States1072 Posts
People should stop looking and pointing at Blizzard. In the past 10 years it was the community first and foremost that drives what is popular and whatnot. If there is a real demand for something like Starbow, then it's the communities responsibility to find all the bumps and build all the bridges. This is how online gaming works and forever will. Don't point at this mod you enjoy and say "See Blizzard? Do it this way!!". No! Blizzard does not matter. If you think there's something missing. A page, a tournament, a podcast, a blog post, a youtube video, an encouraging message to the devs, do it! This is how it has been done since the beginning of gaming. Through playing, caring and sharing. +1!!!!!!!!!!!!!! We should make this a golden standard especially for Starbow then it will grow fast and stabilize to even perhaps surpass SC2 | ||
Salteador Neo
Andorra5591 Posts
Also Arbiters got the epic feeling from BW back, leading the cloaked protoss army like a boss. Really good fucking job! | ||
HaRuHi
1220 Posts
Sadly I can not take screenshots since 2.1, all screen is just black :< Lurker range is shorter than in BW. You take BW values as the starting point for your balancing and I am aware that it says 6 range on Lurkers in BW aswell, however, when trying to burrow in max range vs siege tanks something just felt off. I went into the unit tester. The attack animation of the Lurker actually has what I feel the original broodwar value, you can see this when attacking a supply depot. Even when burrowing in max range, one of the spikes will go up behind that depot, and that spike still does dmg, even though it is range 7 now, however you have to burrow in range 6 to make the Lurker attack. Vs siege tanks, the range difference probably has to do something with the different hit boxes in both games, but Lurkers have to move 1 range closer than in BW. Personally I percieve this maybe unintentional nerf as rather annyoing. | ||
HeavenResign
United States702 Posts
http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014 | ||
WombaT
Northern Ireland23092 Posts
The gameplay is pretty damn good atm though, not perfect but very solid and fun atm | ||
Uvantak
Uruguay1381 Posts
On January 24 2014 01:09 HeavenResign wrote: I haven't seen this posted yet but the newly available art tools should allow the potential to fix some of the unit models people have complained about (dragoon/sentinel I think are the main ones)? Could prove to be very interesting. http://us.battle.net/sc2/en/blog/12444476/patch-21-art-tools-1-21-2014 The current models were made & edited with the Beta of the art tools, so yeah :b | ||
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