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Starbow - Page 127

Forum Index > SC2 General
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Ramiz1989
Profile Joined July 2012
12124 Posts
January 24 2014 22:28 GMT
#2521
On January 25 2014 06:51 Piy wrote:+ Show Spoiler +

OK, love the mod and have had some really good discussions with the modders, who seem like really nice people who care about the game. Just love playing it so, so much.

With that being said, I really strongly disagree with the irradiate change and the justification for doing so. Don't mean any disrespect to the mods and devs, just want to outline my concerns. I'd be very curious to see responses to these changes/things I've missed etc:

1) "Irradiate will create more micro scenarios with Terran engaging lurkers". Disagree. By the time Terran has his first irradiate Zerg almost has defilers. By the time Terran has more than 3 irradiates, zerg has defilers. Lurkers should from this point never engage terran without dark swarm, rendering micro against the lurkers impossible for the Terran. If zerg delays defilers and gets more lurkers Terran will generally overwhelm him due to having better units and upgrades. The amount of pressure a good Terran can put on a zerg pre-hive in BW and Starbow is insane.

2) "This will fix the strength of vessels with mech." Disagree. Vessels still have the same DPS against muta and will still be considerably stronger in mech than they were in bw because of the natural clumping of the muta. If the natural clumping of Muta is removed, there will be fewer problems. You can sort of do it with stop on the mutas, but not really. Noone was actually killing Muta with pure vessel, people were using vessels to support ground to air fighting units, so changing it from Mutas taking 180 to only taking 120 and living with 2 hp doesnt really matter. They'll still be useless for fighting those marines/goliaths.

3) "We expect Nerve Jammer to replace irradiate against lurkers." Not bad for breaking ramps with bio before defiler, I admit. Certainly better than d matrix for doing this, and a bit more interesting. Good ability imo, slightly weaker vs ultras at hive also. Completely pointless once zerg has defilers unless you want to run by the lurkers under dark swarm, so it can't replace irradiate.

4) "Making Dark Swarm have a lower aoe balances the change". Nope. Swarming over lurkers at a natural to defend a 4th gas is just as good now, but playing a more active game with defilers and flanking in the centre (which was already very hard in bw and starbow) is now even harder. So it just encourages a turtley play style.

5) There is no mention of the effect this will have on Bio vs ultra ling. It will however, make it almost impossible to play late game with bio for Terran. An irradiate now only does 120 damage to a 400hp ultra? I would honestly have taken the removal of AOE from irradiate for the damage being replaced with the 250 damage from BW. You just can't play Science Vessel/bio vs zerg late game now, and it's just a shame to see Terran lose so much versatility. Especially when TvZ was so, so much fun before the patch, from both sides of the MU.

The last two points outline why it will be such a turtley match-up now. Zerg can get 4 base gas very safely and go ultra ling very safely. They don't have to worry about vessel counts or anything since Vessels are now very, very bad vs ultralisks. In fact, I'd be curious if you even need to make scourge in the mu anymore, given that Terran now needs twice as many irradiates to kill lurkers under swarm and they just tickle ultras. I'll need to test.

Anyways, I really hope you revert to the old patch values for irradiate. I also think Dark Swarm should have its AOE put back up again, with the casting range left as it is, as I don't think the zerg needed a nerf to the strength of their defiler lurker army when it's out on the map. If you really want to tinker with Irradiate, a solution would be to make the splash damage much lower or remove it altogether and increase the single target damage of the spell to make it more viable against ultralisks. Or, as I've said previously perhaps make it possible for mutas to unclump, to make Muta a more viable fighting unit against mech.


Hope that this isn't considered rude or offensive to anyone who has dedicated so much of their time to making this mod, as I do greatly appreciate it, and a great deal of their changes have made certain MUs very fun and different from bw (ghosts in TvT are very interesting and super viable, the Viper vs mech is interesting, the sentinel is a great unit in TvP). I just worry a little about the impact some of these changes will have on the game.

Good post even though I don't agree with everything.

To be honest I don't see how is it "impossible" to play late game with Bio against Zerg and Ultras. You have Marauders that are doing really quick work of Ultras, and if you can't take them out because of Dark Swarm, then it doesn't matter if Irradiate does 120, 150 or 180 damage to Ultras because even two Irradiates won't kill them...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Brett
Profile Blog Joined October 2002
Australia3822 Posts
January 24 2014 22:50 GMT
#2522
On January 25 2014 07:23 Hider wrote:
Show nested quote +
it seems to me the same idea of nerfing widow mine to make T use tanks.. what about having other ideas?


That idea never made really sense though becasue Widow Mines and Siege Tanks didn't really have synergy. I can, however, udnerstand why David Kim wanted to nerf the Widow Mine to make "room" for other strats, but I think with the way the core game of Sc2 works, he is kinda tied on his hands. I think BW has a much more solid core, which makes it "easier" to change stuff around. For instance, Vikings and SV's with new Irradiate do have some synergy. Vikings deal very low splash, but can hit a lot of units at once.

A month ago, we were (already) planning this change, becasue we didn't like how Irradiate functioned. Then TB came, and ofc the question is now/was whether we should make changes that we believe will make the most amount of people happy (for the short-term). Or the changes, that we believe will create the best type of changes once "we are out of beta" (and meta is closer to being figured out). We chose the latter option.
That said, its not like we are certain this is gonna improve gameplay ASAP. In fact, Its very possible it may have some unintended conseuqences, but in that case, we believe we have room to buff other units to "solve" those potential issues.

The "Buff X, shit we broke Y, now buff Z to deal with it", WoW-style approach to balance is usually problematic. Be mindful of spending 4 years chasing your tail.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 24 2014 22:57 GMT
#2523
Can someone explain to me why:
a) Mutas stack on their own (no skill required)
b) You can have unlimited mutas stack.

I feel like one of these things need to be changed.
When they see MC Probe, all the ladies disrobe.
Lopata
Profile Joined July 2007
Czech Republic42 Posts
January 24 2014 23:00 GMT
#2524
reverse irradiate pls, hate having 25hp lurkers.. ( i am zerg)
zlefin
Profile Blog Joined October 2012
United States7689 Posts
January 24 2014 23:01 GMT
#2525
are there any major objectives for how you'd like gameplay to be that haven't been met yet? or are you at the point where it's finetuning gameplay? (then going on to balance gameplay of course).
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
MidKnight
Profile Joined December 2008
Lithuania884 Posts
January 24 2014 23:14 GMT
#2526
I remember April Fool's jokes about BW in SC2 engine heh.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
January 24 2014 23:23 GMT
#2527
Ah noooo firebats 1shotting workers is gone D:
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 24 2014 23:24 GMT
#2528
On January 25 2014 08:00 Lopata wrote:
reverse irradiate pls, hate having 25hp lurkers.. ( i am zerg)

Use the creep health regeneration.

I was watching idra stream and he forgot about this all the time, he would have lurkers with red health next to creep yet not move them.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
iknowFiRE
Profile Joined January 2012
Slovenia37 Posts
January 24 2014 23:28 GMT
#2529
On irradiate, would you rather consider leaving 180 dmg, but instead up energy cost to 100? I know Ive always felt in Bw that the spell is too spammable at 75 and with smartcast here it certainly deserves some kind of nerf and uping energy wouldnt change any unit dynamics, just the spamability aspect which is whats needed I think. I dont know if thats the best possible change, but still. Alternatively, maybe a suggestion to do the impossible/unthinkable/illogical and do what Blizzard always refused to do: making spell cost different than increments of 25, as in if 75 is too low and 100 too high, what about 90? But like I said, this never existed in Starcraft universe and might be too much. Although, in Starbow there are already spells like this, for example chrono at 15 energy, so maybe it wouldnt be that mindboggling after all
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-24 23:44:53
January 24 2014 23:36 GMT
#2530
As a Zerg I never had a problem with irradiate so far. Sure pressing R is probably not that interresting to watch itself, but as a Zerg it is quite intteresting to balance lurker / scourge vs SV amount, mabye it was a little to spammable, but I also thought about using queens to heal up lurkers, but there was not enough time to develope to that play, I am still catching up with a lot of broodwar strategic ideas that are very present in a lot of players playstyles.

Edit: Just an idea, maybe give it an amount of dmg that kills lurker, but not if they manage to reach creep before they are below half health?
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-01-25 00:09:36
January 25 2014 00:06 GMT
#2531
On January 25 2014 08:28 iknowFiRE wrote:
On irradiate, would you rather consider leaving 180 dmg, but instead up energy cost to 100? I know Ive always felt in Bw that the spell is too spammable at 75 and with smartcast here it certainly deserves some kind of nerf and uping energy wouldnt change any unit dynamics, just the spamability aspect which is whats needed I think. I dont know if thats the best possible change, but still. Alternatively, maybe a suggestion to do the impossible/unthinkable/illogical and do what Blizzard always refused to do: making spell cost different than increments of 25, as in if 75 is too low and 100 too high, what about 90? But like I said, this never existed in Starcraft universe and might be too much. Although, in Starbow there are already spells like this, for example chrono at 15 energy, so maybe it wouldnt be that mindboggling after all


I think what we disliked about the BW/ Sbow-prepatch Irradiate is this;

- Made SV too "dominant" a choice (we rather balance terran around not having to go SV's in TvZ, but making it one of several choices)
- Didn't really add any uncertainty, remicro choices for the zerg player
- It replaced a more skillfull act of micro. Pressing "R" 5 times on 5 lurkers is mechanically easier (and less exciting to watch as specator) than spreading out bio units or trying to engage with Siege tanks.

I think in terms of increasing its energy cost. That doesn't really help us with our two latter issues. So I am not sure we like that one over the current solution.

Edit: Just an idea, maybe give it an amount of dmg that kills lurker, but not if they manage to reach creep before they are below half health?


Yeh I launched that idea as well on our internal Skype group about an hour ago. That might be pretty good actually. Something like 155 damage Irradiate, that gives it enough life so if you within like 15 seconds or so get back into creep, then your Lurker can survive. That's probably the best solution in terms of rewarding skill for the zerg POV.
404AlphaSquad
Profile Joined October 2011
839 Posts
January 25 2014 00:18 GMT
#2532
On January 25 2014 09:06 Hider wrote:
Show nested quote +
On January 25 2014 08:28 iknowFiRE wrote:
On irradiate, would you rather consider leaving 180 dmg, but instead up energy cost to 100? I know Ive always felt in Bw that the spell is too spammable at 75 and with smartcast here it certainly deserves some kind of nerf and uping energy wouldnt change any unit dynamics, just the spamability aspect which is whats needed I think. I dont know if thats the best possible change, but still. Alternatively, maybe a suggestion to do the impossible/unthinkable/illogical and do what Blizzard always refused to do: making spell cost different than increments of 25, as in if 75 is too low and 100 too high, what about 90? But like I said, this never existed in Starcraft universe and might be too much. Although, in Starbow there are already spells like this, for example chrono at 15 energy, so maybe it wouldnt be that mindboggling after all


I think what we disliked about the BW/ Sbow-prepatch Irradiate is this;

- Made SV too "dominant" a choice (we rather balance terran around not having to go SV's in TvZ, but making it one of several choices)
- Didn't really add any uncertainty, remicro choices for the zerg player
- It replaced a more skillfull act of micro. Pressing "R" 5 times on 5 lurkers is mechanically easier (and less exciting to watch as specator) than spreading out bio units or trying to engage with Siege tanks.

I think in terms of increasing its energy cost. That doesn't really help us with our two latter issues. So I am not sure we like that one over the current solution.

Show nested quote +
Edit: Just an idea, maybe give it an amount of dmg that kills lurker, but not if they manage to reach creep before they are below half health?


Yeh I launched that idea as well on our internal Skype group about an hour ago. That might be pretty good actually. Something like 155 damage Irradiate, that gives it enough life so if you within like 15 seconds or so get back into creep, then your Lurker can survive. That's probably the best solution in terms of rewarding skill for the zerg POV.



I actually like this idea. And I havent really seen any overlords used in battle to drop creep. Sure it doesnt do THAT much. But every little counts
aka Kalevi
digmouse
Profile Blog Joined November 2010
China6330 Posts
January 25 2014 00:20 GMT
#2533

TB casted another match between Crank and MMA in his Starcraft II Arcade episode, starting around 35:30.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-25 04:47:27
January 25 2014 00:32 GMT
#2534
I made a Starbow Guide for newer Zerg players.
"How to tech to defilers", check it out:+ Show Spoiler +
[image loading]
SC2Labs
Profile Joined January 2014
Ireland6 Posts
January 25 2014 00:35 GMT
#2535
I think this is a nice example what we can do with the Arcade. Nevertheless I got be a bit critical here as well. BW is simply another game and SCII is different in a lot of ways. We should enjoy these little treats all the same yet the focus should be set on developing SCII.

Of course this is simply my opinion and while I enjoyed a lot of these games I would not spend so much time on it if I would like to get better on the Ladder:-)
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-01-25 00:37:53
January 25 2014 00:36 GMT
#2536
On January 25 2014 07:04 SCST wrote:
The cumulative balance whining in this thread is shameful. If you want to make a suggestion, then do it. Don't make demands or be a douche to the developers. It's a privilege that they have this open communication method and are so responsive to feedback.

Some of the people in this thread are making me reconsider why Blizzard employees are such hardasses when it comes to interacting with the community. Maybe they just got tired of all the socially inept nerds who can't express themselves in a polite manner and thought: "fuck it, we'll do it without the communities help"?

If so, no wonder Starcraft 2 turned out the way it did.


Haha! Magnify that about x 1000 and over 4 years and you might have an idea of what faces DK (aka No.1 Bad Guy).

Glad to see the mod is continuing well, by the way.
KT best KT ~ 2014
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
January 25 2014 00:52 GMT
#2537
On January 25 2014 07:04 SCST wrote:
The cumulative balance whining in this thread is shameful. If you want to make a suggestion, then do it. Don't make demands or be a douche to the developers. It's a privilege that they have this open communication method and are so responsive to feedback.

Some of the people in this thread are making me reconsider why Blizzard employees are such hardasses when it comes to interacting with the community. Maybe they just got tired of all the socially inept nerds who can't express themselves in a polite manner and thought: "fuck it, we'll do it without the communities help"?

If so, no wonder Starcraft 2 turned out the way it did.

Personally, I find it hilarious that the honeymoon period took only 100 pages to end.

Let's face it, any time the community says "Why doesn't Blizzard listen to us?" it actually means several thousand people screaming out "Listen to me, ignore these other fucks".

At the end of the day, it's the creators who have the final say, and for the sakes of the Starbow crew I hope they make that clear early on.
Average means I'm better than half of you.
Tuczniak
Profile Joined September 2010
1561 Posts
January 25 2014 00:56 GMT
#2538
You are doing good job, keep it up!
I would mainly focus on design. Numbers can be tweaked later, as long as everyone isn't massing one.unit.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 25 2014 01:01 GMT
#2539
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-01-25 01:37:55
January 25 2014 01:19 GMT
#2540
On January 25 2014 09:56 Tuczniak wrote:
You are doing good job, keep it up!
I would mainly focus on design. Numbers can be tweaked later, as long as everyone isn't massing one.unit.


We actually see Irradiate as a "design"-change as it changes the role of the unit somehow.

Anyway, while next patch will probably be a bug-fixer patch. I think the patch hopefully will have design-related changes such as;

- Ghost's ability(ies)
- Corsair need something.
- Mutalisks has two problems now: 1) You can't engage a bio force as in BW (without taking big losses in the proces), which was a very fun part about that game. In sc2 its all about critical mass. Sbow Mutalisks are kinda inbetween there, but I hope we can adjsut it to make it more BW'ish. 2) The clumping up thing doesn't satisfy everybody, I think we can improve on that.
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