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On January 25 2014 09:52 WolfintheSheep wrote:Show nested quote +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.
And do it like Icefrog and let their identity remain secret.
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I think a more interesting way to deal with irradiate would be to give zerg more options to play against it. Your main scenario based reason was something like:
"Terran presses R 5 times and WILL kill 5 lurkers no matter what. Boring gameplay." First of all, you think there is no counter micro to it, but there is. Irradiate does not do AoE to burrowed units, so even if Terran spent 5 irradiates on 5 lurkers (which if terran has 5 science vessels with irradiate and zerg is not scourging them down there is a problem), zerg can still sit on top of those lurkers and use them for defense because they are burrowed. With burrow, you can burrow any irradiated unit to mitigate the AoE.
Another way to address the strength of Irradiate is to give Nuturing Swarm the ability to "cleanse" a unit of status ailments (irradiates, shocks, null ward slows, devourer stacks, etc). Or, to keep Irradiate with the same identity and only really affect ZvT, make irradiate do exactly the amount of life of a lurker. Then queens can nurturing swarm once and the lurker can't die because of the hp regained. (And maybe special tactics such as nurturing swarming a defiler at half hp will allow it to stay alive vs irradiate or something can spawn). This still is a buff to ultras however.
Generally speaking, I disagree that zergs have little to no counter play to strong irradiates. (If a couple scourge kill a science vessel each time they irradiate a lurker, I'd be more than willing to trade lurkers for science vessels).
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I know we told this before and it is a stupid thing, but can you please please please please change the sprite of Sentinel at least for the Oracle or something "nicer"? Corsairs seem still too plain for me but Sentinels are kind of... weird every time I look at them :S
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u mean the flashlight wielding flying seashells?
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On January 25 2014 10:38 Doominator10 wrote: I think a more interesting way to deal with irradiate would be to give zerg more options to play against it. Your main scenario based reason was something like:
"Terran presses R 5 times and WILL kill 5 lurkers no matter what. Boring gameplay." First of all, you think there is no counter micro to it, but there is. Irradiate does not do AoE to burrowed units, so even if Terran spent 5 irradiates on 5 lurkers (which if terran has 5 science vessels with irradiate and zerg is not scourging them down there is a problem), zerg can still sit on top of those lurkers and use them for defense because they are burrowed. With burrow, you can burrow any irradiated unit to mitigate the AoE.
Another way to address the strength of Irradiate is to give Nuturing Swarm the ability to "cleanse" a unit of status ailments (irradiates, shocks, null ward slows, devourer stacks, etc). Or, to keep Irradiate with the same identity and only really affect ZvT, make irradiate do exactly the amount of life of a lurker. Then queens can nurturing swarm once and the lurker can't die because of the hp regained. (And maybe special tactics such as nurturing swarming a defiler at half hp will allow it to stay alive vs irradiate or something can spawn). This still is a buff to ultras however.
Generally speaking, I disagree that zergs have little to no counter play to strong irradiates. (If a couple scourge kill a science vessel each time they irradiate a lurker, I'd be more than willing to trade lurkers for science vessels). This was my point, Zerg already does have counter-micro options to SV. If youre going to use queens in battle though, you can already use transfuse to save the lurker, correct?
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I recently got to know about starbow through the introduction of a friend and I have to say that its really enjoyable to play, haven't been following the scene or playing on HOTS ladder much. Just want to to thank the developers for their hard work =D also I hope that the community can put out their opinions in a nicer way instead of pulling out "david kim" all the time since in the end we are all trying to enjoy starbow.
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On January 25 2014 10:38 Doominator10 wrote: I think a more interesting way to deal with irradiate would be to give zerg more options to play against it. Your main scenario based reason was something like:
"Terran presses R 5 times and WILL kill 5 lurkers no matter what. Boring gameplay." First of all, you think there is no counter micro to it, but there is. Irradiate does not do AoE to burrowed units, so even if Terran spent 5 irradiates on 5 lurkers (which if terran has 5 science vessels with irradiate and zerg is not scourging them down there is a problem), zerg can still sit on top of those lurkers and use them for defense because they are burrowed. With burrow, you can burrow any irradiated unit to mitigate the AoE.
Another way to address the strength of Irradiate is to give Nuturing Swarm the ability to "cleanse" a unit of status ailments (irradiates, shocks, null ward slows, devourer stacks, etc). Or, to keep Irradiate with the same identity and only really affect ZvT, make irradiate do exactly the amount of life of a lurker. Then queens can nurturing swarm once and the lurker can't die because of the hp regained. (And maybe special tactics such as nurturing swarming a defiler at half hp will allow it to stay alive vs irradiate or something can spawn). This still is a buff to ultras however.
Generally speaking, I disagree that zergs have little to no counter play to strong irradiates. (If a couple scourge kill a science vessel each time they irradiate a lurker, I'd be more than willing to trade lurkers for science vessels).
Science Vessels also cost more and are harder to build in large numbers than lurkers. Irradiate also costs energy, Lurkers can attack without energy.
In the end you can never build more vessels than lurkers if the Zerg commits to them I don't see how it is a problem at all. Its just whine in its purest form.
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On January 25 2014 10:41 Sogetsu wrote: I know we told this before and it is a stupid thing, but can you please please please please change the sprite of Sentinel at least for the Oracle or something "nicer"? Corsairs seem still too plain for me but Sentinels are kind of... weird every time I look at them :S
Make a poll I think if there are enough votes for it, it could probably be implemented (though its not really up for me to decide).
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is there still talk of a ladder for Starbow ? how would this work ?
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On January 25 2014 11:04 KDot2 wrote: is there still talk of a ladder for Starbow ? how would this work ?
In the process of building a full website with ladder, uploading to Korean and Chinese servers with translation as well. They have a lot of people working on it based on what I've seen from reddit responses.
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I'm so happy with this mod!!! I thought sc2 was dead then i found this mod thanks guys. Blizzard start taking notes on how to make a game. Take notes from POE and take notes from this :D
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On January 25 2014 10:41 Sogetsu wrote: I know we told this before and it is a stupid thing, but can you please please please please change the sprite of Sentinel at least for the Oracle or something "nicer"? Corsairs seem still too plain for me but Sentinels are kind of... weird every time I look at them :S Totally agree, at least for now the sentinel decal would better to be an oracle.
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Gonna stream some if anyone wants to see some Starbow action, don't think anyone else is streaming it at the moment
http://www.twitch.tv/smishox
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I love how it took till the 26 min mark for one of the players to climb over 100 supply. :D
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On January 25 2014 04:09 Hider wrote:Show nested quote +On January 25 2014 03:07 PredY wrote: some changes seem pointless to me, like the mech upgrades + irradiate change. "we don’t find it to be particularly interesting gameplay" sounds like blizzard to me. dont know why you dont focus on bug fixes only and let people figure stuff out, you patch every other day Well Imagine this scenario: There are 4 lurkers outside dropped in a location or simply containg you. Prepatch you would hold down R and left click 4 times --> All lurkers will die regardless of the skill level of the zerg player. There is little room for countermicro and its very easy to execute. Now postpatch, however, your more incentived to attempt to kill them with siege tanks or spread out your units to flank. Something that is mechanically harder. Further, there is countermicro opportunity for the zerg player. He can go back with the Lurkers to creep and regenerate them or get the Queen to tranfuse them. This is also mechanically harder for the zerg player to do that. Prepatch everything was (almost) always decided beforehand. In terms of gameplay action, we think the shared upgrades add more variation to gameplay. IMO Blizzards attempt at it doesn't really hit the core issue w/ Mech because tanks + hellions are simply underpowered in Sc2. Mech in Sbow though is pretty strong, but we see an issue with the fact that there is little reason to add in Banshee and Vikings in the later game since they almost always will lack behind in upgrades. Both Banshee's and Vikings have low damage per shot, which means they are really week when opponents hits good armor upgrades. Rather, you late game TvZ have lots of Irradiates and doesn't really need Vikings therefore. So we see three advantages with this change; 1) More uncertainty related to the outcome of small skirmishes. 2) Mechanically harder 3) More diverse unit compositions in the later game. Show nested quote + I know that the map is yours to make and to tweak, but you are acting like David kim, and sometimes watching your changes it seems like you are completely missing the point <.<
What point are we missing? Its our opinion that watching "R" being clicked five times on 5 Lurkers isn't particularly interesting gameplay. We want to encourage players to use other types of units to batlte them - does that imply we are missing the point? Some of my thoughts on the changes:
First, please remove smartcast! Second, I'm probably missing something but doesn't this patch make Lurkers simply stronger without compensation? Third, the Zerg micro you're talking about is probably not going to happen considering how useful it is to contain the terran longer (Mutalisks will easily snipe the tanks that are supposed to kill the Lurkers) and build bases/tech behind it or just kill the Terran instead of pulling back (I think this change makes Lurker contains too strong and makes comebacks from the Terran impossible). Fourth, a kind of crazy idea. What if Defilers could transfuse? With Irradiate being strong Zergs would have to countermicro with transfuse to keep their Lurkers alive (Queens are macro units and slow/useless off creep so they won't be used for this). The game would obviously need to be rebalanced around this.
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On January 25 2014 13:32 TT1 wrote:this is how a non sentinel pvp looks like~ http://drop.sc/371820much more enjoyable :D
Non Sentinel PvP is amazing like it always has been. PvP with Sentinels is boring ;/
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On January 25 2014 13:27 Jagoti wrote: Fourth, a kind of crazy idea. What if Defilers could transfuse? With Irradiate being strong Zergs would have to countermicro with transfuse to keep their Lurkers alive (Queens are macro units and slow/useless off creep so they won't be used for this). The game would obviously need to be rebalanced around this.
Please not. Queens are only slow off creep. Queens macro abilities are only usefull for teching faster to hive, In an endgame scenario, Queens larva infuse can be compensated by more macro hatches which means queens are free to roam around the map, which a good zerg should have covered in creep by then, hence they aren't slow. Defilers are at such a good place right now, except for their model, but I explained what is wrong with that in my detailed guide I wrote a page ago.
Even if you lose your creep spread, you can pimper them around in ovis like reavers.
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