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Starbow - Page 121

Forum Index > SC2 General
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shin_toss
Profile Joined May 2010
Philippines2589 Posts
January 24 2014 01:29 GMT
#2401
Does probe movespeed is less than sc2's? Cause after playing starbow then trying to play HotS. It seems probe moves faster? or SB harvesters stay on minerals for much longer?
AKMU / IU
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-01-24 01:35:58
January 24 2014 01:33 GMT
#2402
Crap i hate to do this, but the page changed and now no one will see the post so i'll repost.

Guys remember to sign up for the Starbow Dogecoin tournament! The current prize pool is of 32K Doge which translates to around ~60 USD.

To sign up go Here, registration ends TONIGHT so hurry the fuck up!"


Also Yes Shin the Workers move slower in SB than in SC2 2.81 vs the 2.6171 of Starbow
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
boredguy
Profile Joined June 2011
Australia2 Posts
January 24 2014 01:34 GMT
#2403
Hey there, pretty sure this is my first post on TL, first real reason i have had to post.

Firstly, great mod! You guys seem to have really discovered how to bring back that brood war feel while keeping it SC2. Truly the best of both worlds. I have always loved playing and watching Starcraft, but never as much as when playing this mod. It really feels like the true Starcraft to me. Keep up the great work on it.

Secondly, i don't know if you are aware that when a player uses a nuke the opposing player/s can see the big animation that in SC2 is only visible to allies instead of the small red dot. Not sure if this is intended or a bug. Just thought i'd point it out incase it is a bug.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2014-01-24 02:15:36
January 24 2014 02:09 GMT
#2404
On January 24 2014 09:43 Ardias wrote:
Show nested quote +
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.


IIRC its +2 range in BW, they nerfed it to +1 range in SC2.

(probably because SC2 marines have their range upgrade already)

Confirmed:

"Units with ranged attacks may fire out with +2 added to their range"

http://starcraft.wikia.com/wiki/Bunker?oldid=182854
(for some reason the original page has nothing on it)

So yes units in BW could out-range other units with the same range.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Ardias
Profile Joined January 2014
Russian Federation618 Posts
January 24 2014 02:43 GMT
#2405
On January 24 2014 11:09 sluggaslamoo wrote:
Show nested quote +
On January 24 2014 09:43 Ardias wrote:
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.


IIRC its +2 range in BW, they nerfed it to +1 range in SC2.

(probably because SC2 marines have their range upgrade already)

Confirmed:

"Units with ranged attacks may fire out with +2 added to their range"

http://starcraft.wikia.com/wiki/Bunker?oldid=182854
(for some reason the original page has nothing on it)

So yes units in BW could out-range other units with the same range.


Oh, sorry then my bad English, i thought you were speaking of Starbow.
Mess with the best or die like the rest.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 24 2014 03:29 GMT
#2406
Suggestion: Hey, could you add the other colors for the maps aswell, like before a match you can choose your color, but we "only" get to choose from the 8 standard colors (7 more than on Sc2 Ladder ). There are way more colors though, when a map supports more than 8 players, up to 15 colors, I especially miss Brown from BW, it is moved to the "advanced colors". :<

I hope it is something that can be implemented without too much hassle, because even though it probably is no urgent or pressing issue, it is a small thing that would make me happy.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19395 Posts
January 24 2014 03:42 GMT
#2407
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
StutteR
Profile Blog Joined January 2010
United States1903 Posts
Last Edited: 2014-01-24 03:45:08
January 24 2014 03:45 GMT
#2408
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.


Maybe morph active creep tumors into Sunkens for 100 min? How crazy would that be
`~` | effOrt Movie sKyHigh forever & SEn
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2014-01-24 03:48:43
January 24 2014 03:45 GMT
#2409
Would love to see something done with Carriers, their microability is poopy. They're good though.
Survivor61316
Profile Joined July 2012
United States470 Posts
January 24 2014 03:52 GMT
#2410
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.

You can't sim city with spine crawlers?
Liquid Fighting
BisuDagger
Profile Blog Joined October 2009
Bisutopia19395 Posts
January 24 2014 03:59 GMT
#2411
On January 24 2014 12:52 Survivor61316 wrote:
Show nested quote +
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.

You can't sim city with spine crawlers?

Not quite the same. Sunkens took up much more room.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Survivor61316
Profile Joined July 2012
United States470 Posts
January 24 2014 04:02 GMT
#2412
On January 24 2014 12:59 BisuDagger wrote:
Show nested quote +
On January 24 2014 12:52 Survivor61316 wrote:
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.

You can't sim city with spine crawlers?

Not quite the same. Sunkens took up much more room.

Thats kind of a shitty reason, isnt it? Just make evo chambers/macro hatches/"insert building here" to take up room like every other race then.
Liquid Fighting
SCST
Profile Joined November 2011
Mexico1609 Posts
January 24 2014 04:07 GMT
#2413
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.


Once again, why change more things to BW when it's not necessary? Why does this always come up in this thread? Constant suggests of adding BW units and abilities instead of thinking of something new or using what's already there in new ways. The game has lots of potential and hasn't even been remotely explored yet.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
KDot2
Profile Blog Joined March 2011
United States1213 Posts
Last Edited: 2014-01-24 04:24:39
January 24 2014 04:22 GMT
#2414
the more I play it the more I think this game is incredible

I never played BW so I was fairly happy with WoL and worked pretty hard over a couple years to make masters

I ended up quitting HotS for dota

I now realize that SC2 is extremely flawed and Starbow is so much more fun ... had HotS been as good as Starbow I most likely had never left dota for sc2 which is pretty sad IMO

I LOVE starbow ...its a beautiful beautiful game

HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 24 2014 04:27 GMT
#2415
On January 24 2014 12:59 BisuDagger wrote:
Show nested quote +
On January 24 2014 12:52 Survivor61316 wrote:
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.

You can't sim city with spine crawlers?

Not quite the same. Sunkens took up much more room.


The discussion last time came to the following end:
sunkens look cooler,
spines can move.

Now it is time for the map makers to provide maps with actually buidleable space, otherwise I am all for sunkens too if I am not allowed to root them outside my bases anyways -.- .
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 24 2014 04:32 GMT
#2416
"-Firebat damage point set to .05 (more microable)" What does that mean?

I realized today that firebats oneshot zerglings in a "real" game, in the unit tester that still is on the old patch they take 3 shots. Tooltips needs to be adjusted, do they actually do 2 attacks? (still 16x2 should be <35)
BisuDagger
Profile Blog Joined October 2009
Bisutopia19395 Posts
January 24 2014 04:40 GMT
#2417
On January 24 2014 13:07 SCST wrote:
Show nested quote +
On January 24 2014 12:42 BisuDagger wrote:
Has there been discussion on the use of sunken colonies versus spine crawlers? They were great for creating sim cities and letting zerg be more defensive.


Once again, why change more things to BW when it's not necessary? Why does this always come up in this thread? Constant suggests of adding BW units and abilities instead of thinking of something new or using what's already there in new ways. The game has lots of potential and hasn't even been remotely explored yet.

I wouldn't have brought it up unless I thought it was a good suggestion. Forgive me if it tires you, but this is what discussions are for. And what if I suggested a sunken colony that unborrows and can walk? Would that make you happier? I merely want bulkier static defenses if I play zerg. And this mod is a blend of BW and SC2 so get used to it.

And on another note...
I would like to say two things:
1. The Corsair looks friggin awesome. Great job on that model.
2. Why can't I kill neutral units with the Sentinel's Null Ward ability? I had a 200/200 sentinel army and surrounded a neutral unit with Null Wards only to be disappointed.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Kergy
Profile Joined December 2010
Peru2011 Posts
January 24 2014 04:50 GMT
#2418
reinstaled sc2 just to play this but apparently I have to buy hots to use chat channels, gg ;~;
Everyday Girl's Day~!
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2014-01-24 05:02:05
January 24 2014 05:01 GMT
#2419
Poll: does the defiler look like a lobster?

Yes (25)
 
86%

No (4)
 
14%

29 total votes

Your vote: does the defiler look like a lobster?

(Vote): Yes
(Vote): No



couldn't help myself
Season
Profile Blog Joined May 2010
United States301 Posts
Last Edited: 2014-01-24 05:03:44
January 24 2014 05:03 GMT
#2420
On January 24 2014 13:40 BisuDagger wrote:

2. Why can't I kill neutral units with the Sentinel's Null Ward ability? I had a 200/200 sentinel army and surrounded a neutral unit with Null Wards only to be disappointed.


Same goes for Reaver's scarab shot. Not sure if that was intended. (No splash damage either)
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