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TheWorldToCome
United States452 Posts
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sluggaslamoo
Australia4494 Posts
On January 24 2014 01:07 HaRuHi wrote: Disclaimer: + Show Spoiler + 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. Unit range was longer at certain angles in BW, this is most noticeable with the lurker, maybe that's what your noticing? | ||
TheWorldToCome
United States452 Posts
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sluggaslamoo
Australia4494 Posts
On January 23 2014 21:44 shin_toss wrote: Hmm has anyone got a vod links to TTOne or any good toss right now on Starbow? .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. Just practice till you get good at it, isn't that what the game is all about?! :D (Would you skip marine splitting against banes in SC2 just because your apm couldn't handle it?) | ||
green.at
Austria1459 Posts
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Salteador Neo
Andorra5591 Posts
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TT1
Canada9990 Posts
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Nightsz
Canada398 Posts
On January 24 2014 08:13 Salteador Neo wrote: The dragoon attack feels way too small and not shiny enough, need more "oomph" IMO I agree with this | ||
HaRuHi
1220 Posts
On January 24 2014 06:25 Hider wrote: Im curious: What's your thoughts on making the Defiler more microable? We are considering nerfing the AOE of Dark Swarm (other adjustments will be made along this to maintain a decent level of balance). Would a small increase in movement speed as a compensation make it more fun? Fast burrow-movmenet (similar to Roach or is that too uncreative?). Do not ask a Toss about the cornerstone of Zerg Lategame. As a zerg I can not complain about the unit, however, once people get better at the game and find out how easy they are sniped (use scouts rockets) I may prefer a worse darkswarm for more microability, I am open for new stuff, how about instead of burrow you only tell him where to go with special ability and he burrows himself, becomes untargetable for that duration and just unburrows himself super quickly at his destination (like an extended blink)? | ||
HaRuHi
1220 Posts
On January 24 2014 07:45 sluggaslamoo wrote: Unit range was longer at certain angles in BW, this is most noticeable with the lurker, maybe that's what your noticing? Oh, that might defnitly be what I am noticing. I found out where the screenshots went so here to illustrate what I wrote: + Show Spoiler + Just a pixel over 6 range: ![]() The absolut minimum range, notice how the attack animation goes behind the depot. ![]() Shot just a second after an Lurker attack on "Max Range", the marine actually started running, i didn't have the heart to order him to hold position: ![]() My problem with this is basicly that I feel I have to get too close to Siegetanks because lurkers won't start shooting even though they could hit them. MAYBE just something to get used to though. ![]() | ||
TheDraken
United States640 Posts
On January 24 2014 08:24 TT1 wrote: FUCK LURKERS i do not support this. | ||
WombaT
Northern Ireland24390 Posts
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TT1
Canada9990 Posts
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Ramiz1989
12124 Posts
On January 24 2014 07:58 green.at wrote: dragoons need the range upgrade, the vulture vs dragoon battles are not really funny. Zerg is my favourite so far, lots to do. Dragoons have the range upgrade, and they have 6 range after that upgrade. On January 24 2014 08:13 Salteador Neo wrote: The dragoon attack feels way too small and not shiny enough, need more "oomph" IMO Agree with this one. Both their attack and their death animation should be enhanced. About the models, Dragoon model is perfectly fine for me. Defiler model is great, it just needs to be re-sized, it needs to be smaller. I would change the Roach model into SC2 Roaches and not Primal Roaches. I like SC2 Roaches way more and they feel a lot more Zergy, but that is just my opinion. | ||
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iHirO
United Kingdom1381 Posts
On January 24 2014 09:12 Ramiz1989 wrote: I would change the Roach model into SC2 Roaches and not Primal Roaches. I like SC2 Roaches way more and they feel a lot more Zergy, but that is just my opinion. If they want to make the Roach distinctive to prevent it being confused with the standard SC 2 Roach, they could use the Vile Strain model from the campaign. ![]() | ||
sluggaslamoo
Australia4494 Posts
On January 24 2014 09:03 HaRuHi wrote: Oh, that might defnitly be what I am noticing. I found out where the screenshots went so here to illustrate what I wrote: + Show Spoiler + Just a pixel over 6 range: ![]() The absolut minimum range, notice how the attack animation goes behind the depot. ![]() Shot just a second after an Lurker attack on "Max Range", the marine actually started running, i didn't have the heart to order him to hold position: ![]() My problem with this is basicly that I feel I have to get too close to Siegetanks because lurkers won't start shooting even though they could hit them. MAYBE just something to get used to though. ![]() You could also out-range a bunker with goon range, even though the range was the same going both ways. You couldn't just a-move into it though, you had to stutter step until you hit that sweet spot, same for lurker. marine in bunker (4+2) vs goon (4+2) = both 6 range. I think if you attacked a cannon vertically or horizontally with a lurker you couldn't out-range it, but if you attacked diagonally you could hit it. It may actually be because of hit boxes like you said. The origin is the same for both units, but range 6 from the origin will hit the hitbox of only one of the units. In SC2 I think it works differently. I also think the spikes went past the range in BW too, this would be to do with the sprite though. The reason the damage goes past the range is presumably because of splash. I think the way to do it would be to deal line damage horizontally instead of circular from spike intervals, that way the damage won't go past the spikes, and then increase the range of the lurker by 1. | ||
Ramiz1989
12124 Posts
On January 24 2014 09:26 iHirO wrote: If they want to make the Roach distinctive to prevent it being confused with the standard SC 2 Roach, they could use the Vile Strain model from the campaign. ![]() Yeah, that too. To be honest, all three of them look a lot better than Primal Roach. | ||
WombaT
Northern Ireland24390 Posts
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Ardias
Russian Federation605 Posts
On January 24 2014 09:34 sluggaslamoo wrote: marine in bunker (4+2) vs goon (4+2) = both 6 range. Bunker gives +1 range. If marines are able to shoot goons with range from bunker, it means that marines have their +1 range upgrade already. | ||
Uvantak
Uruguay1381 Posts
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