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Starbow - Page 135

Forum Index > SC2 General
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Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-26 19:58:16
January 26 2014 19:57 GMT
#2681
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.
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2014-01-26 20:45:28
January 26 2014 20:45 GMT
#2682
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
Profile Blog Joined September 2011
Spain177 Posts
Last Edited: 2014-01-26 20:51:32
January 26 2014 20:48 GMT
#2683
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
Helping Starbow :: a.k.a. SoaH
Zhadez10
Profile Joined January 2014
Iceland39 Posts
January 26 2014 20:53 GMT
#2684
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
Profile Joined April 2011
Belgium408 Posts
January 26 2014 20:54 GMT
#2685
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 .
Working on Starbow!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 26 2014 21:09 GMT
#2686
Someone, feel free to do this! Probably need to PM Kabel to get the latest mod file.
aka KanBan85. Working on Starbow.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-01-26 21:12:23
January 26 2014 21:11 GMT
#2687
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.
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.
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
January 26 2014 21:23 GMT
#2688
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.
:O
FrozenProbe
Profile Joined March 2012
Italy276 Posts
January 26 2014 21:24 GMT
#2689
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
Profile Blog Joined December 2010
United States2779 Posts
January 26 2014 21:25 GMT
#2690
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.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
HaN-
Profile Blog Joined June 2009
France1920 Posts
Last Edited: 2014-01-26 21:43:07
January 26 2014 21:35 GMT
#2691
I decided to try to make a Starbow logo, tell me what u guys think! (work in progress)

[image loading]
Calendaraka Foxhan
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 26 2014 21:39 GMT
#2692
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.
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.
Season
Profile Blog Joined May 2010
United States301 Posts
January 26 2014 21:39 GMT
#2693
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
Profile Blog Joined May 2010
Denmark9384 Posts
Last Edited: 2014-01-26 21:42:36
January 26 2014 21:40 GMT
#2694
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
Profile Joined November 2011
Mexico1609 Posts
January 26 2014 21:40 GMT
#2695
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.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
SCST
Profile Joined November 2011
Mexico1609 Posts
January 26 2014 21:45 GMT
#2696
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
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
January 26 2014 21:46 GMT
#2697
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.
My. Copy. Is. Here.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 26 2014 21:46 GMT
#2698
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.
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.
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
January 26 2014 21:54 GMT
#2699
I added a couple of guys from the official Starbow team (decemberscalm and Xiphias/KanBan) as posters to facebook page: https://www.facebook.com/PlayStarbow

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.
:O
Hider
Profile Blog Joined May 2010
Denmark9384 Posts
Last Edited: 2014-01-26 21:59:21
January 26 2014 21:55 GMT
#2700
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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