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Starbow - Page 129
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SGilna
Singapore27 Posts
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DoT_TL
Singapore47 Posts
On January 25 2014 14:09 SGilna wrote: Hello I'm from SEA server and I've heard of this starbow from TL. I'm starting to love this mod but is there any way to play this mod from SEA Server instead of connecting to NA server? because outside SEA region SEA players experience mild delays and lag. Is it possible to upload this mod to SEA Server? haha thanks ![]() same situation here would be nice to have it on SEA =D | ||
SCST
Mexico1609 Posts
On January 25 2014 15:16 DoT_TL wrote: same situation here would be nice to have it on SEA =D They recently asked for translators for other servers and got a bunch. Not sure if SEA was part of that but I believe it was. | ||
Kaos_StarCraft
Australia92 Posts
Excellent fucking work gentlemen (Y) A working ladder system isn't an absolute necessity for the community to grow into something we could all be proud of, but it's a big step in a good direction. The best thing about Starbow for me personally is the better I get the more rewarding the games are. Map positioning, flanking, high-ground, simcity, unit choice, target-firing and multiple small groups of units across the map are just some of the things that really bring the game quality up to a place that when executed properly can inspire awe in the viewer, just like broodwar. The game demands more of me in every way especially mechanically beyond the 3 base we've all grown so accustomed to in sc2 that I find myself giving more in return. In my 50 odd games so far I've only had about 12 victories yet the standard loss rage just doesn't exist because I genuinely feel like a scrub instead of being coddled into thinking I'm the best. I know the game is very hard and I accept it as a challenge like everybody who plays games competitively should. As much as my mind tells me we will never see the titans ala Flash, Jaedong & Bisu play Starbow, my heart surely yearns for it with the fire of 1,000 suns. <3 Starbow | ||
Rodiel3
France1158 Posts
On January 25 2014 12:16 decemberscalm wrote: Wow, Ive lost interrest on SC2 gameplay long time ago, but this mod seem damn promising | ||
NukeD
Croatia1612 Posts
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Insoleet
France1806 Posts
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Lunareste
United States3596 Posts
I introduced the mod to several friends today, but they feel like they'd like to find other friends to play with | ||
Insoleet
France1806 Posts
On January 25 2014 17:37 Lunareste wrote: Is there a Starbow clan or anything like that going on? I introduced the mod to several friends today, but they feel like they'd like to find other friends to play with Channel Starbow is everything you need to find team mates ^^ | ||
Ramiz1989
12124 Posts
On January 25 2014 17:24 Insoleet wrote: What is the Starbow ladder system the guy was talking about in the video ? Well, they are working on ladder system, that is it I guess. | ||
JonIrenicus
Italy602 Posts
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TT1
Canada9984 Posts
i personally enjoy more robo heavy/temp archive play as opposed to stargate play in pvp. sentinels should have a place in pvp but right now theyre completely dominating the matchup http://www.2shared.com/file/i8HzsvXt/starbow.html | ||
NapkinBox
United States314 Posts
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dani`
Netherlands2402 Posts
On January 25 2014 16:53 NukeD wrote: Decemberscalm maybe its just me but you sound extremelly bored in your casts. You should talk more about the strategy the players are employing in the downtime. I don't think he sounds bored actually, good cast nothing wrong with it ![]() | ||
kawazu
United States111 Posts
Shock is a sort of annoying catch-all spell that's somewhat useful against most enemies right now, but it's never useful enough to justify the gas cost. The ability has some potential against mutas, but that's because they are the only unit that really balls up enough for Shock to be reliably useful. Even then, I'm sure that's a good thing because of how easily that would instantly end games in TvZ. I think it would be better to increase the duration on shock even if it means lowering the range, removing the AOE/slow, and increasing the energy cost. I think that increasing the duration would make it better against the T2 siege units, drops, and casters, which would give it a more realistic niche. | ||
Season
United States301 Posts
On January 25 2014 18:52 kawazu wrote: I have one suggestion for Ghosts, which don't seem to be built very often. Shock is a sort of annoying catch-all spell that's somewhat useful against most enemies right now, but it's never useful enough to justify the gas cost. The ability has some potential against mutas, but that's because they are the only unit that really balls up enough for Shock to be reliably useful. Even then, I'm sure that's a good thing because of how easily that would instantly end games in TvZ. I think it would be better to increase the duration on shock even if it means lowering the range, removing the AOE/slow, and increasing the energy cost. I think that increasing the duration would make it better against the T2 siege units, drops, and casters, which would give it a more realistic niche. I've found the Ghost and its Shock ability to be quite useful actually.. Before the patch (which I believe my build helped to nerf) I used Ghosts extensively to open vs Protoss. Ghosts with bio can counter some TvT mech builds, work to help versus the Reaver counter in TvP, and like you said can effectively deal with Mutalisks (when left un-micro'd). I think this unit (costing simply 50/100) does a great job for what it is worth. | ||
Ramiz1989
12124 Posts
On January 25 2014 10:19 Hider wrote: 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. Hey Hider, what about Roach changes that me and you were talking? Are you guys looking into that? ![]() | ||
battleboy
Germany60 Posts
go on doing that great work i cant wait for the ladder. :-) | ||
Hider
Denmark9341 Posts
Shock is a sort of annoying catch-all spell that's somewhat useful against most enemies right now This is also how we feel as well, and we definitely plan to redesign it. Personally, after playing around with Shock a bit, I like that it can force Siege Tanks to unsiege. Besides giving a bit of countermicro the mech player (a strong mech'ing terran sieges his tanks faster), its also important to give bio some kind of viability in the matchup (though mech still seems better though). I think it would be better to increase the duration on shock even if it means lowering the range, removing the AOE/slow, and increasing the energy cost. Hmm. The question is though whether that removes the part we don't like, where you just spam it everywhere on opponents army. Hey Hider, what about Roach changes that me and you were talking? Are you guys looking into that? I mentioned it, but not sure how high it is on the priority list. | ||
Xtal
Haiti385 Posts
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