• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:04
CEST 13:04
KST 20:04
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League29Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War1275.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
No more sc2 streamers on team liquid? SCII needs to put more weight on strategy and tact Server Blocker Terran AddOns placement How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
Practice Partners (Official) Rollback Netcode in Brood War [Megathread] Daily Funny Videos GG Lan Fest Sofia, Bulgaria [this November] [Recap] Hive ZvZ in MonstarZ vs Dreams
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League 2v2v2v2 Tournament Small VOD Thread 2.0
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread The Chess Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
ShieldBattery on Mac
Kraekkling
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8511 users

Starbow - Page 136

Forum Index > SC2 General
Post a Reply
Prev 1 134 135 136 137 138 346 Next
InFaMOUs331
Profile Blog Joined August 2011
42 Posts
January 26 2014 21:56 GMT
#2701
I agree that the zerg macro mechanics (specifically larvae injection) are not enjoyable to use and feel unpolished from a design point of view. The implementation in SC2 makes more sense because it is much easier to gauge a player's macro skill from for example, the energy level of a queen or the amount of time between injections occurring. I am not suggesting that larvae injection should be the only mechanic and that queens should never have 25+ energy, but I do believe that larvae injection should be (to the very least) defined clearly as I feel like the changes made from WOL were unnecessary. If you go back to the original idea of Starbow, macro mechanics are supposed to hold large emphasis, but I feel like the current larvae injection doesn't clearly support this. I think the design decision to enforce larvae injection as it is should be challenged/explained.
Zhadez10
Profile Joined January 2014
Iceland39 Posts
January 26 2014 21:57 GMT
#2702
Anyone else noticed gas income seems to be a bit higher than it was in Brood war ? I'm not sure about this but I think it may have to do with the acceleration of the workers. In BW workers would always be slow at start and then gather speed. My theory is that they're quicker to get from the command center to the gas than in BW, and in turn SC2 developers made them spend less time inside the gas too.

Not that it is all too important but everyone is like floating so much gas so I thought I'd bring this up.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-26 22:07:33
January 26 2014 22:02 GMT
#2703
On January 27 2014 06:56 InFaMOUs331 wrote:
I agree that the zerg macro mechanics (specifically larvae injection) are not enjoyable to use and feel unpolished from a design point of view. The implementation in SC2 makes more sense because it is much easier to gauge a player's macro skill from for example, the energy level of a queen or the amount of time between injections occurring. I am not suggesting that larvae injection should be the only mechanic and that queens should never have 25+ energy, but I do believe that larvae injection should be (to the very least) defined clearly as I feel like the changes made from WOL were unnecessary. If you go back to the original idea of Starbow, macro mechanics are supposed to hold large emphasis, but I feel like the current larvae injection doesn't clearly support this. I think the design decision to enforce larvae injection as it is should be challenged/explained.

The starbow inject is more similar to chronoboost than the sc2 inject though. In sc2 you almost always need to keep injecting because you can stack up larva. In starbow you only need to use the inject ability if you've recently used larva. (I noticed I still kept the habit of injecting even though I was out of money to actually buy units.) So basically the use is the same:
build probe, use chronoboost | build drone, use inject. And in both cases it's a clear boost to production.
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.
SCST
Profile Joined November 2011
Mexico1609 Posts
Last Edited: 2014-01-26 22:27:32
January 26 2014 22:17 GMT
#2704
On January 27 2014 07:02 Grumbels wrote:
Show nested quote +
On January 27 2014 06:56 InFaMOUs331 wrote:
I agree that the zerg macro mechanics (specifically larvae injection) are not enjoyable to use and feel unpolished from a design point of view. The implementation in SC2 makes more sense because it is much easier to gauge a player's macro skill from for example, the energy level of a queen or the amount of time between injections occurring. I am not suggesting that larvae injection should be the only mechanic and that queens should never have 25+ energy, but I do believe that larvae injection should be (to the very least) defined clearly as I feel like the changes made from WOL were unnecessary. If you go back to the original idea of Starbow, macro mechanics are supposed to hold large emphasis, but I feel like the current larvae injection doesn't clearly support this. I think the design decision to enforce larvae injection as it is should be challenged/explained.

The starbow inject is more similar to chronoboost than the sc2 inject though. In sc2 you almost always need to keep injecting because you can stack up larva. In starbow you only need to use the inject ability if you've recently used larva. (I noticed I still kept the habit of injecting even though I was out of money to actually buy units.) So basically the use is the same:
build probe, use chronoboost | build drone, use inject. And in both cases it's a clear boost to production.


Exactly this. In SC2 Zerg is known as the "macro race" due to the more intensive mechanics. The truth is that most people's unending affection for Zerg in SC2 comes form a fundamental flaw in the game - that being: the macro difficulty is different for each race. Zerg being the most difficult, Terran in the middle and Protoss way behind. Hence the constant bitching and moaning about how "the better player lost" when it comes to Zerg losing games while having better macro mechanics.

Starbow seems to be aiming for a balanced set of macro mechanics for each race. No race should have a macro-advantage over another. So if you give Zerg the same power-house macro potential as seen in SC2, then it must be matched with the other races. That means even more boosting and chrono shit for Terran and Protoss so that they can stay even.

I think things are fine the way they are with Zerg. Macro should be a big part of the game, but tactics and strategy and micro should be just as big. And Zerg sure as hell shouldn't be able to macro more than Protoss or Terran, because then we're back to Starcraft 2 where one race is harder to play but has a distinct advantage over other races when played by a skilled player. There should no such advantages for any particular race.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-01-26 22:19:12
January 26 2014 22:18 GMT
#2705
Argh wrong thread, my apologies.
"Digital. They have digital. What is digital?" - Donald J Trump
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-26 22:40:49
January 26 2014 22:36 GMT
#2706
@Regarding macro mechanics in Starbow

I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<
Creator of Starbow
SCST
Profile Joined November 2011
Mexico1609 Posts
Last Edited: 2014-01-26 22:54:56
January 26 2014 22:52 GMT
#2707
On January 27 2014 07:36 Kabel wrote:
@Regarding macro mechanics in Starbow

Show nested quote +
I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<


I feel that you guys developed Starbow's macro mechanics in a very fair way. If people want more macro in the game for all races equally then that's fine, but instant re-max and super-production off of each hatchery for Zerg is not the way to do this. Such a thing would greatly imbalance the power of each race relative to player skill.

I would suggest not giving in to people whining about Zerg in particular so quickly, as I believe they are just refusing to change their habits from SC2 and adapt to a new game. Higher production can be achieved by building more hatcheries, plain and simple.

Also, I think this balance patching is happening way too often. There is such a thing as "too much of a good thing" when it comes to developers listening to feedback. There is a risk of alienating people when you patch the game practically every day. It's annoying to constantly have to re-explore every strategy when almost nothing has been explored in the current meta. This becomes even worse when funadmental game mechanics are changed like macro. The game is not fundamentally broken. Give players time to figure things out. It sucks to have to reset and start over every other day.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
InFaMOUs331
Profile Blog Joined August 2011
42 Posts
Last Edited: 2014-01-26 23:02:10
January 26 2014 22:58 GMT
#2708
On January 27 2014 07:52 SCST wrote:
Show nested quote +
On January 27 2014 07:36 Kabel wrote:
@Regarding macro mechanics in Starbow

I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<


I feel that you guys developed Starbow's macro mechanics in a very fair way. If people want more macro in the game for all races equally then that's fine, but instant re-max and super-production off of each hatchery for Zerg is not the way to do this. Such a thing would greatly imbalance the power of each race relative to player skill.

I would suggest not giving in to people whining about Zerg in particular so quickly, as I believe they are just refusing to change their habits from SC2 and adapt to a new game. Higher production can be achieved by building more hatcheries, plain and simple.

Also, this balance patching is happening way too often. There is such a thing as "too much of a good thing" when it comes to developers listening to feedback. There is a risk of alienating people when you patch the game practically every day. It's annoying to constantly have to re-explore every strategy when almost nothing has been explored in the current meta. This becomes even worse when funadmental game mechanics are changed like macro.


You are misunderstanding something. This is not even a question of balance. My original suggestion was actually more so from a gameplay/design point of view- a suggestion made with the purpose of increasing enjoyment of the game. As the community has learned from past experiences, it is the lack of action that can cause the most problems. Starbow is successful not because SC2 is not 'balanced', as the winrates suggest otherwise. It is the fact that SC2 is not a fulfilling experience, and that should be the primary goal from the offset- not maintaining balance. The patching process is incredibly important as Starbow is currently in beta and major experimentation should occur now rather than later, as core design decisions are best made early.
saltis
Profile Joined September 2012
159 Posts
January 26 2014 23:02 GMT
#2709
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 would like queens to have melee attack so I could block ramp and gaps agains lings run by.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 26 2014 23:05 GMT
#2710
On January 27 2014 07:52 SCST wrote:
Show nested quote +
On January 27 2014 07:36 Kabel wrote:
@Regarding macro mechanics in Starbow

I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<


I feel that you guys developed Starbow's macro mechanics in a very fair way. If people want more macro in the game for all races equally then that's fine, but instant re-max and super-production off of each hatchery for Zerg is not the way to do this. Such a thing would greatly imbalance the power of each race relative to player skill.

I would suggest not giving in to people whining about Zerg in particular so quickly, as I believe they are just refusing to change their habits from SC2 and adapt to a new game. Higher production can be achieved by building more hatcheries, plain and simple.

Also, I think this balance patching is happening way too often. There is such a thing as "too much of a good thing" when it comes to developers listening to feedback. There is a risk of alienating people when you patch the game practically every day. It's annoying to constantly have to re-explore every strategy when almost nothing has been explored in the current meta. This becomes even worse when funadmental game mechanics are changed like macro. The game is not fundamentally broken. Give players time to figure things out. It sucks to have to reset and start over every other day.


In general, I agree with you, but starbow is far from finished and there are still things we discuss/discover that is fundamentally broken/bad design even when it's not being discovered by the players. We did not expect this boom in popularity to happen before the game was supposed to be released into beta, so it's still full of errors.
From another viewpoint, it is the beta right now, this is the time where we should try out unpredictable stuff. If there are to be big changes in design, we shouldn't wait too long.
Working on Starbow!
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-26 23:10:24
January 26 2014 23:09 GMT
#2711
I like that inject can be renewed in starbow, it feels less punishing compared to starcraft 2's version. I do prefer popping additional larva for its presentation though, it's more directly clear what's going on. And the remax problem is related to the fact that you can stack up to twenty larva in sc2, it's quite extreme. And starbow is less prone to maxed out scenarios anyway. (and let's not forget that larva is very plentiful in sc2, which is another problem)

In any case, I think that with starbow gaining some attention it might be possible to find some knowledgeable mappers that can get the desired terran macro mechanics to work? If it's just one ability it seems like you could outsource that.
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.
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
January 26 2014 23:11 GMT
#2712
Hider,

Would you consider reducing the research time or build cost on the marine/marauder weapon range? It is too easy to just die to 3 ranged upgraded goons in the beginning of the game.
Dun tuch my cheezbrgr
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
January 26 2014 23:13 GMT
#2713
When you guys say the game is in beta, I'm wondering if there will be a tangible difference once it's out of beta or if it's just a word used to say "we're still very much experimenting here"?
:O
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 26 2014 23:18 GMT
#2714
Starbow looks great and it seems very promising! I'm really glad they took out some of the units. I checked out the first video and holy crap, the gameplay seems to be like BW again. I'm definitely going to go play it sometime.
Cheren
Profile Blog Joined September 2013
United States2911 Posts
January 26 2014 23:22 GMT
#2715
Looks a bit faster with players like MMA playing it, I think the speed of the game is a lot more reflective of the APM of the players than SC2.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
Last Edited: 2014-01-26 23:58:11
January 26 2014 23:28 GMT
#2716
Irradiate change is oracle move speed tier of dumbness. Hello again david kim.
lol@mods
User was warned for this post
Has foreign StarCraft hit rock bottom?
SCST
Profile Joined November 2011
Mexico1609 Posts
Last Edited: 2014-01-26 23:38:45
January 26 2014 23:28 GMT
#2717
On January 27 2014 07:58 InFaMOUs331 wrote:
Show nested quote +
On January 27 2014 07:52 SCST wrote:
On January 27 2014 07:36 Kabel wrote:
@Regarding macro mechanics in Starbow

I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<


I feel that you guys developed Starbow's macro mechanics in a very fair way. If people want more macro in the game for all races equally then that's fine, but instant re-max and super-production off of each hatchery for Zerg is not the way to do this. Such a thing would greatly imbalance the power of each race relative to player skill.

I would suggest not giving in to people whining about Zerg in particular so quickly, as I believe they are just refusing to change their habits from SC2 and adapt to a new game. Higher production can be achieved by building more hatcheries, plain and simple.

Also, this balance patching is happening way too often. There is such a thing as "too much of a good thing" when it comes to developers listening to feedback. There is a risk of alienating people when you patch the game practically every day. It's annoying to constantly have to re-explore every strategy when almost nothing has been explored in the current meta. This becomes even worse when funadmental game mechanics are changed like macro.


You are misunderstanding something. This is not even a question of balance. My original suggestion was actually more so from a gameplay/design point of view- a suggestion made with the purpose of increasing enjoyment of the game. As the community has learned from past experiences, it is the lack of action that can cause the most problems. Starbow is successful not because SC2 is not 'balanced', as the winrates suggest otherwise. It is the fact that SC2 is not a fulfilling experience, and that should be the primary goal from the offset- not maintaining balance. The patching process is incredibly important as Starbow is currently in beta and major experimentation should occur now rather than later, as core design decisions are best made early.


Ah, then I did misunderstand what you were saying. As far as making the game more fun without fundamentally changing things then I see nothing wrong with those kinds of suggestions. I just feel that I can clearly see the flaw in SC2 with regards to macro being so different for each race and I am a bit paranoid about such a thing occurring in Starbow.

After all, it's one thing to make each race feel unique and fun and quite another to be pigeon-holed into choosing "Macro Race vs Micro Race vs Special-Tactics Race" in an RTS. You all know which races those metaphors are referring to.


On January 27 2014 08:05 SolidSMD wrote:
Show nested quote +
On January 27 2014 07:52 SCST wrote:
On January 27 2014 07:36 Kabel wrote:
@Regarding macro mechanics in Starbow

I think the design decision to enforce larvae injection as it is should be challenged/explained.


>>>+ Show Spoiler +


Macro mechanics are not perfect in Starbow. But I will try to explain our reasoning behind them:

+ Show Spoiler +
They got added into the game for three main reasons:

1) Add APM and multitasking in macro by giving each race a reason to constantly go back to the base
2) Give some kind of descision making/energy management on how to use the macro mechanics
3) Give build order diversity

Lets look closer at HOW we have tried to solve this:

1). APM and multitasking

All macro mechanics are cheaper to cast and/or lasts shorter, compared to SC2. Which means they can be cast more often = it takes more APM to have "perfect" macro.

2). Descision making

Each race can use their energy on a couple of different things:
Protoss - Speed up workers or army production, upgrades, boost Cannons for extra defence or use Rift to save units.
Terran - Drop-down Workers, speed up army production, Scan for information.
Zerg - Speed up Larvas, spread Creep, Heal units or structures, speed up the morphing of structures, Enrage for defence.

It is probably most common to just spam then on worker/army production. Which is fine. But sometimes there are other reasons to do different things with the energy.

3.) Build order diversity

Each race must "unlock" their macro mechanics by puchasing some kind of structure or unit. (OC, Queen, Nexus upg)
The mechanics themselves can also be used to widen the space for different timings or build order choices, for example. devote CB energy on Dragoon range upgrade for faster pressure, spend Queen energy on Nurturing Swarm to get faster Lair tech etc.

"Ok, but why must the macro mechanics be so similar and boring?"

>>>+ Show Spoiler +
We are aware that one fundamental aspect of Starcraft is the uniqueness between races. But for the most part of the develoment, we have been around 10-15 active players, who playtested this on a regular basis. We wanted to establish a decent balance amoung ourselves, and for that reason, each macro mechanic became a "Chrono boost", just because it was easier to calculate the strength of them. It gave APM to macro, it felt kinda even, but the design was a bit "ugly". It was however playable so we settled with it, and instead moved on to other areas of the game to look at.

Partly for the same reason, we added so each race can get access to their macro mechanics kinda at the same time. Queen, OC or upgraded Nexus can be available after the initial production structure for each race is built.

During earlier playtesting, it seemed much more cost efficient to only use macro mechanics on workers, tech and units from expensive production structures. We wanted to encourage its usage on cheap structures like Barrack and Gateway. Thereby CB and Overcharge got a better effect on those structures, which should reward players more for using them constantly throughout the game for army production.
<<<

Is there no way to make macro mechanics more unique?


>>>+ Show Spoiler +
Surely there are. Here are some earlier stuff we looked at:

Chrono boost - Remain as it is in terms of design.

Inject - Make each cycle "pop" a few extra larvas. Each Hatchery can maybe stack 5-7 larvas to avoid insane instant re-max situations. (Aka more SC2 style).. Probably with cheaper energy cost and shorter cooldown, so its more important to use it more often.

Terran - SCV Calldown remain as it is, and different version of Overcharge. OC can calldown a "one-time-reactor" on top of a production facility. This reactor allows two units to be built at the same time, and after they finish, the reactor is destroyed. (And can be added again via casting the spell once more..)

The later version of Overcharge feels unique, fun and more like Terran. But it was hard to make it work properly in the editor, it felt a bit clunky to play with, and it would probably be hard to balance anyway.

Ofc one might argue that Overcharge at all is not needed. Which might be true. We kinda felt that with only Calldown SCV, Terran macro had a lot less things to do with the APM. And we want to increase the skill cap for all races in that regard.
<<<


Just some thoughts on why macro mechanics look like they do. But as usual, we intend to make the game better, and this is an area we will surely look more into as the development proceeds.
<<<


I feel that you guys developed Starbow's macro mechanics in a very fair way. If people want more macro in the game for all races equally then that's fine, but instant re-max and super-production off of each hatchery for Zerg is not the way to do this. Such a thing would greatly imbalance the power of each race relative to player skill.

I would suggest not giving in to people whining about Zerg in particular so quickly, as I believe they are just refusing to change their habits from SC2 and adapt to a new game. Higher production can be achieved by building more hatcheries, plain and simple.

Also, I think this balance patching is happening way too often. There is such a thing as "too much of a good thing" when it comes to developers listening to feedback. There is a risk of alienating people when you patch the game practically every day. It's annoying to constantly have to re-explore every strategy when almost nothing has been explored in the current meta. This becomes even worse when funadmental game mechanics are changed like macro. The game is not fundamentally broken. Give players time to figure things out. It sucks to have to reset and start over every other day.


In general, I agree with you, but starbow is far from finished and there are still things we discuss/discover that is fundamentally broken/bad design even when it's not being discovered by the players. We did not expect this boom in popularity to happen before the game was supposed to be released into beta, so it's still full of errors.
From another viewpoint, it is the beta right now, this is the time where we should try out unpredictable stuff. If there are to be big changes in design, we shouldn't wait too long.


I understand about experimenting and I'm all for it. But if you don't wait a little while between these patches, how will you know if your experiment worked? It's like conducting a series of scientific experiments and deciding that you want to move onto the next one before even seeing the results of the first!

Though I feel you're all doing a great job, I don't understand how you can judge the situation so quickly. Especially when we've seen how long it can take for professional players (en masse) to figure out strategies and work with units. If hundreds upon hundreds of professional players take weeks and months to figure things out, how can 10-15 people come to these kinds of conclusions in a matter of hours and days?

I just feel that you're moving too quickly. I still haven't seen hardly any burrowed roach play and I swear half the players who stream don't even have a clue that it's not the same as SC2. Idra included.

"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-01-26 23:49:35
January 26 2014 23:42 GMT
#2718
On January 27 2014 08:11 CannonsNCarriers wrote:
Hider,

Would you consider reducing the research time or build cost on the marine/marauder weapon range? It is too easy to just die to 3 ranged upgraded goons in the beginning of the game.


I dont have that experience. Do you research range before stim and get a bunker (?). But stim research time btw is too long, which means you have to be a bit in the defensive early game as bio. Hopefully it will be reduced soon.
Regarding bio, both Maurauder and Firebats could probably also use a small buff.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
Last Edited: 2014-01-26 23:52:02
January 26 2014 23:45 GMT
#2719
@SCST
Well, most of the changes we discuss are not purely balance related. For example: right now we are discussing a change for the marauder, the reason is: bio does not perform well versus protoss. There can be loads of reasons why bio does not perform well, but the clear reason we can find is that compared to hots, chargelots are a lot faster and marauders don't have concussive shot. For this reason kiting isn't rewarded enough for bio, so we're probably gonna make the marauder more agile in the next patch, for example same speed as marines.
There are a lot of flaws like this in the game and we don't need to wait for the metagame to develop before addressing these issues.

*edit: To clarify, marauders are slower than marines right now.
Working on Starbow!
SCST
Profile Joined November 2011
Mexico1609 Posts
January 26 2014 23:48 GMT
#2720
Crank streaming and casting Starbow games right now. MMA vs Impact. MUST watch this.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
Prev 1 134 135 136 137 138 346 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
20:00
Not-Summer Championship
TaKeTV 83
Liquipedia
Sparkling Tuna Cup
19:00
Weekly #151 (SHIN Mod Edition)
Percival vs KrystianerLIVE!
herO vs TBD
TBD vs SHIN
ByuN312
CranKy Ducklings77
SHIN 27
CranKy Ducklings SOOP10
LiquipediaDiscussion
AI Arena Tournament
01:00
Swiss - Round 6
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 312
SHIN 27
TKL 19
MindelVK 9
StarCraft: Brood War
Britney 40976
Calm 4555
actioN 564
Horang2 554
Larva 405
Stork 384
Soulkey 369
BeSt 307
Soma 306
firebathero 268
[ Show more ]
EffOrt 261
Leta 235
Mini 165
Last 153
Hyun 98
sorry 90
ggaemo 87
Free 84
Sharp 78
Shinee 67
Pusan 56
hero 51
ToSsGirL 45
HiyA 39
Yoon 37
Sacsri 28
Killer 22
Hm[arnc] 12
yabsab 11
Dota 2
XaKoH 673
Counter-Strike
x6flipin332
Other Games
gofns28854
singsing1555
B2W.Neo332
Happy300
Khaldor131
crisheroes75
DeMusliM62
Fuzer 53
Organizations
StarCraft 2
WardiTV152
StarCraft: Brood War
UltimateBattle 24
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH251
• StrangeGG 44
• LUISG 23
• Gemini_19 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV711
• C_a_k_e 600
• lizZardDota2262
Upcoming Events
OSC
1h 56m
IPSL
4h 56m
BSL Open Qualifier
7h 56m
WardiTV Weekly
23h 56m
IntoTheTV X SOOP
1d 23h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
FEL
5 days
[ Show More ]
FEL
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
Copium Cup

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.