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Starbow - Page 141

Forum Index > SC2 General
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Mensol
Profile Joined September 2012
14536 Posts
January 27 2014 16:21 GMT
#2801
I wouldnt mind if you delete both Roach and Marauder from game.
If you don't know what the fuck you are doing, how are your enemies supposed to know what the fuck you are doing. - imaqtpie on NA teams at Worlds.
Hider
Profile Blog Joined May 2010
Denmark9411 Posts
Last Edited: 2014-01-27 16:22:47
January 27 2014 16:22 GMT
#2802
They are the best choice against everything with severe limitations! Build time, energy based, high gas cost, super late tech, and need research to get their best abilities online. A unit that takes THIS much to get out and doing well should be amazingly strong. And its not like you can make Science Vessels the only unit in your army, you're usually only going to have few of these out. You'll never see somebody in a serious competitive game with 30 SVs and 10 marines.


We don't see it that way though. Just because its a tier 3 unit doesn't imply that it should dominate all tier 2 support units.

Obviously it should provide advantages, and IMO its advantages are still good enough for you to to want to get them in late game TvZ.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2014-01-27 16:23:29
January 27 2014 16:22 GMT
#2803
--- Nuked ---
Lncognit0
Profile Joined March 2011
United States97 Posts
January 27 2014 16:26 GMT
#2804
Yikes, that would be really steep for something that's taken out by the much cheaper scourge
BlueLanterna
Profile Joined April 2011
291 Posts
January 27 2014 16:29 GMT
#2805
On January 28 2014 01:22 Hider wrote:
Show nested quote +
They are the best choice against everything with severe limitations! Build time, energy based, high gas cost, super late tech, and need research to get their best abilities online. A unit that takes THIS much to get out and doing well should be amazingly strong. And its not like you can make Science Vessels the only unit in your army, you're usually only going to have few of these out. You'll never see somebody in a serious competitive game with 30 SVs and 10 marines.


We don't see it that way though. Just because its a tier 3 unit doesn't imply that it should dominate all tier 2 support units.

Obviously it should provide advantages, and IMO its advantages are still good enough for you to to want to get them in late game TvZ.


Why don't you actually post the possible changes that your team is thinking about making so people are not talking about this issue in a vacuum with nothing to reference? It's easy to see why there are some complaints when a good option for taking care of big threats is nerfed and we don't see any ideas yet.
Zhadez10
Profile Joined January 2014
Iceland39 Posts
January 27 2014 16:36 GMT
#2806
On January 28 2014 01:17 Laertes wrote:
The reason we changed irradiate seems to have to do with viewership. Starbow is supposed to be fun to play and to watch. It's not fun to watch the Mutas just get decimated, it's not exciting there's no way to prevent it. HOWEVER, I disagree with this philosophy because you can magic box in starbow. I think the change should be reverted because eventually, people will figure out that because of how the pathing system works, units spread proportionally to how far they are from each other. Let's say you select a larvae and fly around with your Mutas, pressing h will spread them out with a direct relationship to their selected larvae.


I just wanna point out that this really isnt a nerf to dealing with muta clumps since irradiate has the same damage per second so unless you split really fast irradiate will be devestating to the muta clump, just like before.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 27 2014 16:36 GMT
#2807
On January 28 2014 01:29 BlueLanterna wrote:
Why don't you actually post the possible changes that your team is thinking about.


I think it is awesome that people are so involved in this mod, but I fear your demand would not contribute to productivity. :p
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
January 27 2014 16:37 GMT
#2808
With the whole hype around starbow at the moment, can we expect a starbow micro arena map anytime soon?
Zhadez10
Profile Joined January 2014
Iceland39 Posts
January 27 2014 16:37 GMT
#2809
On January 28 2014 01:21 Mensol wrote:
I wouldnt mind if you delete both Roach and Marauder from game.


I think they're good units. I especially love the roach, it is so cool with its tunnel ability !
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 27 2014 16:38 GMT
#2810
On January 28 2014 01:29 BlueLanterna wrote:
Show nested quote +
On January 28 2014 01:22 Hider wrote:
They are the best choice against everything with severe limitations! Build time, energy based, high gas cost, super late tech, and need research to get their best abilities online. A unit that takes THIS much to get out and doing well should be amazingly strong. And its not like you can make Science Vessels the only unit in your army, you're usually only going to have few of these out. You'll never see somebody in a serious competitive game with 30 SVs and 10 marines.


We don't see it that way though. Just because its a tier 3 unit doesn't imply that it should dominate all tier 2 support units.

Obviously it should provide advantages, and IMO its advantages are still good enough for you to to want to get them in late game TvZ.


Why don't you actually post the possible changes that your team is thinking about making so people are not talking about this issue in a vacuum with nothing to reference? It's easy to see why there are some complaints when a good option for taking care of big threats is nerfed and we don't see any ideas yet.


I don't think we will get anywhere if we discuss multiple possible changes with the whole community. You are free to post suggestions though, if they have potential we will discuss them.
Working on Starbow!
TaShadan
Profile Joined February 2010
Germany1978 Posts
January 27 2014 16:40 GMT
#2811
Will you guys request a seperate teamliquid sub forum? Might be better for discussions, tournaments, news etc. A seperate tag for live streams would be great too.
Total Annihilation Zero
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 27 2014 16:43 GMT
#2812
That would be great, but I fear team liquid thinks that starbow will die off soon and thus don't want to make a sub forum yet.
Working on Starbow!
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 27 2014 16:46 GMT
#2813
On January 28 2014 00:57 Big J wrote:
Show nested quote +
On January 28 2014 00:39 ExO_ wrote:
How is the science vessels strength in starbow different from that in BW? Other than smart cast, how is it suddenly game breaking?

Why the nerf? what part of it is too strong in starbow, that isn't too strong in BW?


I don't think the problem is that it would be "game breaking". It just overshadows too many other units, so your choices kind of looked like (obviously I'm exaggerating, but just to get the idea):

best unit vs Mutalisk:
1.) SV
2.-4.) other units such as Marines, Goliaths, Vikings

best unit to snipe important other units such as spellcasters:
1.) SV
....
other units

best unit against clumps of small units:
1.) SV
....

best unit against ultralisks
1.) SV
....


This kind of leads to Terrans just getting SVs because they are kind of the best choice against everything with no real downside.
Now if the same scenario rather looks like:

best unit vs Mutalisk:
1.) Viking
2.) SV
...

best unit to snipe important other units such as spellcasters:
1.) SV
....

best unit against clumps of small units:
1.) Tank
2.) Mines
3.) SV
...

best unit against ultralisks
1.) Marauder
2.) Tank
3.) SV
...

then this means the Vessel is still strong, but it's not always just "the obvious choice" to go Vessel. Which means you should mix your composition up a little bit. Of course this also requires that the units you get instead forces the opponent to adapt to you, but that's the whole idea behind having many semi-broad units that can fullfill multiple roles, some a little better, and some a little worse.

I don't see the problem to be honest. I don't know why it should be a design goal to have such a diversified set of unit counters. As a terran you don't have infinite resources and you can't make that many starports without your ground army becoming too weak. And if the vessel cloud gets out of hand that's because you didn't force enough scourge hits. You want to deliberately gimp the unit just so that you don't even want to make it, instead of having a situation where you want to make it but can't because of resource constraints and so on.
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.
plgElwood
Profile Joined October 2010
Germany518 Posts
January 27 2014 16:52 GMT
#2814
Starbow needs a good "ladder" to compete with SC2 atm. Where is it?
The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.
TaShadan
Profile Joined February 2010
Germany1978 Posts
January 27 2014 16:57 GMT
#2815
On January 28 2014 01:52 plgElwood wrote:
Starbow needs a good "ladder" to compete with SC2 atm. Where is it?


There is none yet. I dont know if its possible to implement a ladder. An other solution might be something web based?
Total Annihilation Zero
Censured
Profile Blog Joined April 2010
Czech Republic1061 Posts
January 27 2014 17:03 GMT
#2816
http://www.twitch.tv/censured
starbow zerg
Occupation: Legend
plgElwood
Profile Joined October 2010
Germany518 Posts
January 27 2014 17:05 GMT
#2817
You can have stats for mods so....

Web based ladder would be okay.

As TLO stated it in an older Interview:
On ICCup you had to find an opponent in Chat, you HAD to be social, also if gave you the opportunity for an instant rematch or a Training partner, all you do now is mindlessly press a button, and most players press again and again, even if their games getting worse everytime and they hurt their own skill by repeating mistakes
The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.
cptjibberjabber
Profile Joined November 2012
Netherlands87 Posts
January 27 2014 17:08 GMT
#2818
On January 28 2014 02:03 Censured wrote:
http://www.twitch.tv/censured
starbow zerg


closed due to TOS violation?
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
January 27 2014 17:19 GMT
#2819
On January 28 2014 00:52 SolidSMD wrote:
Show nested quote +
A couple of days later, I still really think you should revert the science vessel to the way it was before. Terran seems forced into tank vulture transitions if they open bio now or they just have to play straight mech from the start. Otherwise, you just can't put sufficient pressure on the zerg at hive tech, there's just no way for bio to do it now. It's such a significant anti-dark swarm unit to nerf so severely imo.

We think the cause is that bio is not strong enough rather than irradiate nerfed from 180 damage to 120 making bioplay bad.
Muta's still get wrecked by irradiate because the dps is the same and defiler still dies from irradiate (defiler has 80hp).

Show nested quote +
I also think defilers should be changed back as well. Pretty much the only thing you can do now is turtle with them, since the radius of dark swarm is so low. It just makes bio vs zerg feel very stale compared to before where Zerg had to worry about downsizing the vessel cloud. They don't really have to now and this means they can just sit on their 4 bases and wait for ultras easier.

The casting range of the defiler was buffed by 2 range, so I think it is a very weird train of thought to conclude that is now worse to use aggressively since you get off swarms easier.
And you make it seem like the new irradiate is so bad that zergs can just ignore the vessel cloud... I don't even...

Show nested quote +
Wait what ever happened to "If everything is imbalanced, then nothing is imbalanced." philosophy of BW? Its too bad that the devs are slowly moving away from it.

Irradiate was (and still is to some extent) THE answer to everything zerg has, we have to make the other options of terran ridiculously overpowered to make them contend with the vessel. I mean, why would you make option A if it fights well vs X and Y if option B fights well vs X, Y and Z in an even better way than option A fights vs X and Y.
We did not move away from keep everything OP at all, we just want to give some chance to the other units terran has, like the ghost. We are aware that bio is under-performing (partially due to bugs, like firebat with bugged aoe) and will try to fix that in the next patch.



Science Vessel is the only effective way that bio can deal with dark swarm without changing the way dark swarm works. You can have as many marines, marauders and ghosts as you want (unless you nuke, which might have some utility I guess) you still can't break a zergs base when they have dark swarm.

I don't know why you bring up it being significant that mutas get wrecked by irradiate. They don't pose any problems to any terran that knows how to play bio vs zerg.

Having 2 more range doesn't make much practical difference to the ability to use defilers in the centre given that it is easier for terran to out manoeuvre swarm due to its low aoe. In BW defilers had a decent range and swarm had a good aoe and using them in the centre was still very difficult vs terran.

It's largely true that zerg doesn't need to worry about the vessel cloud as much anymore. Terran can't amass enough vessels quickly enough to deal with lurkers under dark swarm. Generally, by the time a good zerg can have 4 base gas and ultras, a Terran will have 8-10 vessels. They don't have enough irradiates to deal with lurkers defending the two naturals since it takes twice as many irradiates now. Irradiate is now terrible against ultras. Once a 4 gas zerg gets ultras with +2 armour, cracklings and plague they will just roll a bio terran that's trying to rely on vessels. Make as many marauders as you want, it won't stand to defiler ultra, and at this late stage zerg can focus more on killing vessels as that is considerably easier with plague and crackling ultra harrassing terrans army.

I've seen these scenarios play out many games now from both sides of the mu, and it makes for very dull static late games where Terran splits map and plays mass tank.

I'd say that effectively outlines my position on the issue and responds to your points. Any counter arguments are welcome, I would like to see a more open discussion of this issue.
My. Copy. Is. Here.
Big J
Profile Joined March 2011
Austria16289 Posts
January 27 2014 17:23 GMT
#2820
On January 28 2014 01:46 Grumbels wrote:
Show nested quote +
On January 28 2014 00:57 Big J wrote:
On January 28 2014 00:39 ExO_ wrote:
How is the science vessels strength in starbow different from that in BW? Other than smart cast, how is it suddenly game breaking?

Why the nerf? what part of it is too strong in starbow, that isn't too strong in BW?


I don't think the problem is that it would be "game breaking". It just overshadows too many other units, so your choices kind of looked like (obviously I'm exaggerating, but just to get the idea):

best unit vs Mutalisk:
1.) SV
2.-4.) other units such as Marines, Goliaths, Vikings

best unit to snipe important other units such as spellcasters:
1.) SV
....
other units

best unit against clumps of small units:
1.) SV
....

best unit against ultralisks
1.) SV
....


This kind of leads to Terrans just getting SVs because they are kind of the best choice against everything with no real downside.
Now if the same scenario rather looks like:

best unit vs Mutalisk:
1.) Viking
2.) SV
...

best unit to snipe important other units such as spellcasters:
1.) SV
....

best unit against clumps of small units:
1.) Tank
2.) Mines
3.) SV
...

best unit against ultralisks
1.) Marauder
2.) Tank
3.) SV
...

then this means the Vessel is still strong, but it's not always just "the obvious choice" to go Vessel. Which means you should mix your composition up a little bit. Of course this also requires that the units you get instead forces the opponent to adapt to you, but that's the whole idea behind having many semi-broad units that can fullfill multiple roles, some a little better, and some a little worse.

I don't see the problem to be honest. I don't know why it should be a design goal to have such a diversified set of unit counters. As a terran you don't have infinite resources and you can't make that many starports without your ground army becoming too weak. And if the vessel cloud gets out of hand that's because you didn't force enough scourge hits. You want to deliberately gimp the unit just so that you don't even want to make it, instead of having a situation where you want to make it but can't because of resource constraints and so on.


Then I don't know what the other units are doing in the game, if for all intents and purposes they are trumped by the Vessel.

+ Show Spoiler +
Well, I'm not even against such game design. If a game is playable and fun with 5units per race, then remove the other ones, but then it either has to make up for lacking those strategic elements somehow else (e.g. deckbuilding) or shouldn't declare itself an RTS.
But that's obviously something built very differently than Starcraft.


And yes, actually I think that was the reason for the nerf. Building 2-4 Starports and dumping all your gas into SVs in the lategame wasn't that unreasonable. Your low tier resource dumps and the occasional support unit for them hardly limit your SV production.
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