When does NA server typically get updated?
Both NA & EU gets updated at same time.
Starbow will be uploaded to Korea and Sea in the near future.
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Kabel
Sweden1746 Posts
When does NA server typically get updated? Both NA & EU gets updated at same time. Starbow will be uploaded to Korea and Sea in the near future. | ||
decemberscalm
United States1353 Posts
On January 27 2014 04:53 InFaMOUs331 wrote: Show nested quote + On January 27 2014 04:52 Kabel wrote: Tiny patch uploaded Bug fixes: + Show Spoiler + - The combined Vehicle & Ship upgrades now give correct armor and damage values to Terran vehicles and ships. When does NA server typically get updated? At the same time as EU. Edit: Ah, Kabel beat me to it my bad. | ||
Sikian
Spain177 Posts
It might sound weird, but with SB I feel motivated to micro. I don't feel the same with SCII in that matter | ||
Zhadez10
Iceland39 Posts
On January 27 2014 05:48 Sikian wrote: Does someone think that it would be a great idea to do starbow micro games? It might sound weird, but with SB I feel motivated to micro. I don't feel the same with SCII in that matter Yeah of course. It'd be very useful. | ||
SolidSMD
Belgium408 Posts
On January 27 2014 05:48 Sikian wrote: Does someone think that it would be a great idea to do starbow micro games? It might sound weird, but with SB I feel motivated to micro. I don't feel the same with SCII in that matter Yes! Very good idea ![]() | ||
Xiphias
Norway2223 Posts
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Grumbels
Netherlands7028 Posts
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chobopeon
United States7342 Posts
On January 27 2014 06:11 Grumbels wrote: I played some games and came to the conclusion that the queen's lack of attack feels very awkward for me. I want the queen to have at least some default attack. I don't care if it's very weak, as I'm still undecided on enrage, but I want to be able to group my queen together with my early game defensive units and attack-move without the queen awkwardly moving to the front. And later in the game I want to be able to send my queen to attack an air unit regardless of whether enrage is active. I agree that it feels strange to me but I'm not sure that is a good basis to change the game. The reason it feels awkward is simply because we're used to it after 4 years in StarCraft 2, not necessarily because it's a good idea for Starbow. I think you and I both need to play more games and really think about the balance and design implications rather than what feels familiar. Just my opinion anyway, it's always interesting to dive into a mod and see how the changes feel strange in good and bad ways. | ||
FrozenProbe
Italy276 Posts
On January 27 2014 06:11 Grumbels wrote: I played some games and came to the conclusion that the queen's lack of attack feels very awkward for me. I want the queen to have at least some default attack. I don't care if it's very weak, as I'm still undecided on enrage, but I want to be able to group my queen together with my early game defensive units and attack-move without the queen awkwardly moving to the front. And later in the game I want to be able to send my queen to attack an air unit regardless of whether enrage is active. you can't get used to it | ||
Qwyn
United States2779 Posts
Zerg still feels like it got shafted in the macro mechanic department, IMO. Especially since T and P have macro mechanics which DECREASE build time, but Z only has a macro mechanic which makes larva regenerate slightly faster (I've posted about this before, but its implementation is quite un-intuitive IMO). Still crossing my fingers and hoping for an update in that regard. In the meanwhile, having fun translating builds and coming up with strategies. | ||
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HaN-
France1919 Posts
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Grumbels
Netherlands7028 Posts
On January 27 2014 06:23 chobopeon wrote: Show nested quote + On January 27 2014 06:11 Grumbels wrote: I played some games and came to the conclusion that the queen's lack of attack feels very awkward for me. I want the queen to have at least some default attack. I don't care if it's very weak, as I'm still undecided on enrage, but I want to be able to group my queen together with my early game defensive units and attack-move without the queen awkwardly moving to the front. And later in the game I want to be able to send my queen to attack an air unit regardless of whether enrage is active. I agree that it feels strange to me but I'm not sure that is a good basis to change the game. The reason it feels awkward is simply because we're used to it after 4 years in StarCraft 2, not necessarily because it's a good idea for Starbow. I think you and I both need to play more games and really think about the balance and design implications rather than what feels familiar. Just my opinion anyway, it's always interesting to dive into a mod and see how the changes feel strange in good and bad ways. One of my problems is that I use 'E' for attack-move so I had to manually click on enrage all the time and it quickly became annoying. I don't think you can just say that you'll get used to it though. That's true for everything, but first impressions are still very important as many players will give the mod just that one chance. I think that if you give the queen a weaker attack it's almost equal from a functional perspective anyway, so in that case there are some advantages in making the game more accessible for new players. | ||
Season
United States301 Posts
On January 27 2014 06:25 Qwyn wrote: Hmmmm, Protoss gateway chrono @100% really feels like it breaks the pace of early game ZvP...The cost of the unit (zealot) remains the same and Protoss incorporates it as part of their build - but chrono makes it come out in half the speed and IMO gate expand is waaaay safer than FFE and is more efficient to boot. Really feels like it's a bit too much. Zerg still feels like it got shafted in the macro mechanic department, IMO. Especially since T and P have macro mechanics which DECREASE build time, but Z only has a macro mechanic which makes larva regenerate slightly faster (I've posted about this before, but its implementation is quite un-intuitive IMO). Still crossing my fingers and hoping for an update in that regard. In the meanwhile, having fun translating builds and coming up with strategies. Zerg also has the ability Nurturing Swarm which allows buildings to build faster ^^ | ||
Hider
Denmark9341 Posts
On January 27 2014 06:25 Qwyn wrote: Hmmmm, Protoss gateway chrono @100% really feels like it breaks the pace of early game ZvP...The cost of the unit (zealot) remains the same and Protoss incorporates it as part of their build - but chrono makes it come out in half the speed and IMO gate expand is waaaay safer than FFE and is more efficient to boot. Really feels like it's a bit too much. Zerg still feels like it got shafted in the macro mechanic department, IMO. Especially since T and P have macro mechanics which DECREASE build time, but Z only has a macro mechanic which makes larva regenerate slightly faster (I've posted about this before, but its implementation is quite un-intuitive IMO). Still crossing my fingers and hoping for an update in that regard. In the meanwhile, having fun translating builds and coming up with strategies. Protoss definitely got the better end of early game macromechanics. In the late game they are all somewhat balanced though. We have spent quite a bit of time analyzing this aspect of the game now, and I think we have identified the change(s) that are neccasary to get closer to balance in the early game. So expect to see better balance in the next patch (or the one after). One of my problems is that I use 'E' for attack-move so I had to manually click on enrage all the time and it quickly became annoying. Yeh that sounds troublesome. Cant'y you change the Enrage hotkey though? | ||
SCST
Mexico1609 Posts
On January 27 2014 06:25 Qwyn wrote: Hmmmm, Protoss gateway chrono @100% really feels like it breaks the pace of early game ZvP...The cost of the unit (zealot) remains the same and Protoss incorporates it as part of their build - but chrono makes it come out in half the speed and IMO gate expand is waaaay safer than FFE and is more efficient to boot. Really feels like it's a bit too much. Zerg still feels like it got shafted in the macro mechanic department, IMO. Especially since T and P have macro mechanics which DECREASE build time, but Z only has a macro mechanic which makes larva regenerate slightly faster (I've posted about this before, but its implementation is quite un-intuitive IMO). Still crossing my fingers and hoping for an update in that regard. In the meanwhile, having fun translating builds and coming up with strategies. Zerg has several important macro mechanics. The larvae spawn rate, building construction X100% faster, and creep spread. I've heard from many Zergs that the building construction boost alone is so good that it's almost broken. The main problem that Zergs are having right now is that they are refusing to stop clinging to what they know. Build more hatcheries if you want more larvae. Zerg's are floating thousands of minerals and complaining that they can't produce enough units. The obvious solution is to build more production facilities right? What do you think a Protoss or Terran would do in this situation? Complain that that they can't produce Marines/Zealots fast enough while they're floating 2k minerals? Watch the more recent VODS from Idra's stream. He has 2 hatcheries per base. As a 3-base Zerg you should have 5-6 hatcheries to be efficient with spending your money. | ||
SCST
Mexico1609 Posts
On January 27 2014 06:40 Hider wrote: Show nested quote + On January 27 2014 06:25 Qwyn wrote: Hmmmm, Protoss gateway chrono @100% really feels like it breaks the pace of early game ZvP...The cost of the unit (zealot) remains the same and Protoss incorporates it as part of their build - but chrono makes it come out in half the speed and IMO gate expand is waaaay safer than FFE and is more efficient to boot. Really feels like it's a bit too much. Zerg still feels like it got shafted in the macro mechanic department, IMO. Especially since T and P have macro mechanics which DECREASE build time, but Z only has a macro mechanic which makes larva regenerate slightly faster (I've posted about this before, but its implementation is quite un-intuitive IMO). Still crossing my fingers and hoping for an update in that regard. In the meanwhile, having fun translating builds and coming up with strategies. Protoss definitely got the better end of early game macromechanics. In the late game they are all somewhat balanced though. We have spent quite a bit of time analyzing this aspect of the game now, and I think we have identified the change(s) that are neccasary to get closer to balance in the early game. So expect to see better balance in the next patch (or the one after). Show nested quote + One of my problems is that I use 'E' for attack-move so I had to manually click on enrage all the time and it quickly became annoying. Yeh that sounds troublesome. Cant'y you change the Enrage hotkey though? Things actually seem relatively balanced right now based off the vods and streams I've been watching. Not sure changing things too much is really necessary at this point? This is evidenced quit well by the game of MMA vs Crank . . . + Show Spoiler + MMA destroys Crank in a TvP | ||
Piy
Scotland3152 Posts
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Grumbels
Netherlands7028 Posts
On January 27 2014 06:40 Hider wrote: Show nested quote + One of my problems is that I use 'E' for attack-move so I had to manually click on enrage all the time and it quickly became annoying. Yeh that sounds troublesome. Cant'y you change the Enrage hotkey though? I don't know, are there ways to have custom hotkeys in Starbow? Maybe you could add secondary hotkeys to some abilities to be on y,g,h and so on? That should cover most custom hotkey set-ups, although I don't know if it will show up on the tooltip, so it might still be awkward. But independent of my hotkey set-ups, my main problem is with the fact that I have to use an ability to get something out of my queen because otherwise she is very underwhelming as a unit, to me that feels like it's inaccessible for new players. | ||
chobopeon
United States7342 Posts
I'm hoping FB becomes a pretty good way to spread the word. There probably won't be a ton to post until the ladder/official community page launches but I'm also trying to keep up to date on tournaments, streams, strategies, patches, etc. If anyone makes sbow casts and wants them posted, let me know. We also need things like really simple videos/infographics/guides like "how to play starbow" that explain how to download sc2 and where to play so that a 5 year old can understand it. Any other ideas/posts are welcome. The idea of the facebook page is to reach people who don't read 135 pages into team liquid threads, ie most human beings on the planet. So let's make it really easy to get into and follow Starbow. If we serve the game to them on a silver platter, they might eat it right up. | ||
Hider
Denmark9341 Posts
On January 27 2014 06:46 Piy wrote: With the strength of 1 gate fe vs zerg on close positions, have you guys considered making chrono boost require a cybernetics core? The only thing I see this disrupting is the potentially broken early 1 and 2 gate timings vs zerg. We think the current strenght favors protoss early game vs terran as well (protoss can simply get too many Dragoons out too fast). However, it looks worse in ZvP as zerg doens't really have the same cost effective units that can defend (while droning) as terran has. The cyber Core requirement isn't something we have discussed. I think reducing starting energy of Nexus upgrade to 25 is better for two reasons; 1) It is less drastic than Cyber Core requirement (early game balance is so tight that we rather take small steps and then reevaluate). 2) We think it creates are more interesting decision on when to get the Nexus upgrade. Right now its a bit too beneficicial to get it ASAP. We also consider increasing Stargate cost to 200/200. The tech pattern simply is a bit too strong given the introduction of the Sentinel. Further, protoss has lots of new options/builds they can do vs zerg compared to BW, and thus we don't think its entirely fair that it gets everything for "free". As there are extra costs for the zerg player in order to prepare against all the new protoss variations, Forge-Corsair openings have indirectly been buffed (thus we think a slight buff to infastructure costs will be better for balance). | ||
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