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Starbow - Page 148

Forum Index > SC2 General
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NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2014-01-29 06:33:43
January 29 2014 06:32 GMT
#2941
On January 29 2014 07:44 Grumbels wrote:
Show nested quote +
On January 29 2014 07:26 Survivor61316 wrote:
Please don't switch to the new unit pathing that Beastyqt testing right now

Edit: Bio would be so good that so much of the game would have to change around it. And I play as Terran..

Did Beastyqt try AnteZ's pathfinding system? What were the results?

He thought it would make the game easier and is not fond of implementing it. I would definitelly like if they would implement it tho.

EDIT: It lets smaller numbers of units fight bigger numbers, what Rabiator wanted all these years.
sorry for dem one liners
ExO_
Profile Blog Joined September 2009
United States2316 Posts
January 29 2014 06:33 GMT
#2942
On January 29 2014 13:08 Kabel wrote:
Patch

Bug fixes:
+ Show Spoiler +
- Plague no longer kills air units affected by Devourers Acid Spores.
- Scourges attack damage is now reduced by enemy air units armor.


Balance changes:
+ Show Spoiler +

- Reaver unload duration time lowered from 2.25 sec to 1.5 sec. (Time before it is able to shoot when unloaded.)
- Null ward damage changed from x2 vs shields, to 1,5x vs shield.
- Manual detonation range of Null wards lowered from 7.5 to 4.5
- Upgraded Nexus starting energy lowered from 50 to 25.

- Mutalisks clumping adjusted so they spread out a little bit more

- Marauder more microable.
- Irradiate damage reverted from 120 over 20 sec to 180 damage over 30 sec.


Explanation for changes:
+ Show Spoiler +

Chrono boost, Overcharge and Inject so far seem decently balanced over the course of a game. (But we constantly keep an eye on this.) Chrono boost is however the strongest macro mechanic early on, which gives P a fast macro lead in PvZ and PvT. Upgraded Nexus with starting energy 25 intends to even out the strength of the macro mechanics at the early game.

We are happy to see Sentinels being used in many match-ups. It seems to require much micro from both players when a Sentinel harasses with the use of Null wards. But in PvP, those combats tend to be less micro intensive, because Null wards currently one-shot Probes. (It takes three shots to kill a SCV or Drone.) By lowering Null wards damage vs shield, it now takes two Null wards to kill a Probe. Hopefully will Sentinels still remain as a strong harassment and map control option vs Protoss, but will now lead to more fun micro situations in PvP.

Null wards with manual activation range 7.5 was able to outrange almost all units in the game. Only Goliaths with the range upgrade were able to destroy Null wards from a distance, without fear of being hit.

Irradiate got reverted to its original values. It is indeed a crucial component for the balance of TvZ, and we did not compensate Terran enough in other ways. We would however enjoy seeing other lategame styles being viable in TvZ, apart from mass Vessels, and we will look more into this in the future instead.


Regarding the future work of Starbow:

+ Show Spoiler +
We will not patch the game with balance or design changes for a while now. Instead will we upload a Starbow test map. In it will we try out new design ideas, different balance values and other types of changes we think can contribute to a better gameplay. After all, Starbow is still in beta and some units/abilities feel undeveloped. Later on will we incorporate ideas from the test map into the real Starbow maps.We recommend all of you who are interested in following/contributing to the development of Starbow to play on the test map and give feedback to us.

The first version of the test map will probably be uploaded during the weekend, and we will keep you all updated on it both here in the thread and via our Twitter @StarbowMod.



Ps. Starbow is now uploaded on SEA.


Love the idea of a test map to try out the changes. Glad to see irrad back :D
zlefin
Profile Blog Joined October 2012
United States7689 Posts
January 29 2014 06:41 GMT
#2943
I recommend making an extension mod version so there's more map variety.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 29 2014 06:52 GMT
#2944
Nice patch!

I think the new unit pathing will be in the testmap.
aka KanBan85. Working on Starbow.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-29 09:59:26
January 29 2014 08:58 GMT
#2945
- Mutalisks clumping adjusted so they spread out a little bit more

Nooo, I just learned to split them perfectly on the old system, Nooooooo^^.

- Irradiate damage reverted from 120 over 20 sec to 180 damage over 30 sec.


150 to give lurker a chance would have been nice, well I guess a missed chance, pun intended. Also, change it back to broodwar levels without changing back dark swarm, lets see how that plays out, for now I am skeptical.

To not address Hydra vs Spidermines breaks my heart, QQ.

edit:Update after testing the Muta clumping, you ruined it. On the old system you could stack them as tight as broodwar mutas, if you needed to spread them, you just had to have them at full speed, then hit hold position and they would spread enough to pick out the iradiated, now they don't stack as well and they won't spread at all the old way, is there a new way of spreading or did you just remove micro potential from your game?
Lorch
Profile Joined June 2011
Germany3672 Posts
January 29 2014 09:29 GMT
#2946
On January 29 2014 15:41 zlefin wrote:
I recommend making an extension mod version so there's more map variety.


I'm fairly sure that wouldn't be smart thing to do.
1. Because I think it'd be really hard to tell the map to remove XNW and adjust gas/mins per base.
2. Starcraft 2 maps are so limited by design flaws like forcefields and tier 1 warpgate that I just feel like starbow allows for much better maps to be used.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-29 09:38:30
January 29 2014 09:37 GMT
#2947
On January 29 2014 18:29 Lorch wrote:
Show nested quote +
On January 29 2014 15:41 zlefin wrote:
I recommend making an extension mod version so there's more map variety.


I'm fairly sure that wouldn't be smart thing to do.
1. Because I think it'd be really hard to tell the map to remove XNW and adjust gas/mins per base.
2. Starcraft 2 maps are so limited by design flaws like forcefields and tier 1 warpgate that I just feel like starbow allows for much better maps to be used.


1. I don't know about feasability, but the blizzard mod with the moving mineral patches seemed quite powerful.
2. Yes and No, since I truly believe starbow is the better game (at least before the last patch it kinda was, it defnitly was before the last two patches xD), I think starbow would play out well on most sc2 maps, Then again the limitations of said maps make them all play out identical, however, a lot of maps that were dismissed for sc2 because of the current design flaws might be just right for starbow.
3. I don't think an increase and spread out of the player base and tournemants on + 100 maps is useful at all, the map pool needs to be kept fresh, but it is nice to have a map pool and not a map ocean.
TT1
Profile Blog Joined December 2008
Canada9990 Posts
January 29 2014 10:14 GMT
#2948
why do scourges feel so strong vs corsairs? do they not overkill on units anymore?
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-29 10:54:10
January 29 2014 10:28 GMT
#2949
On January 29 2014 19:14 TT1 wrote:
why do scourges feel so strong vs corsairs? do they not overkill on units anymore?


Do not know about the current patch, on the patches before they overkilled hard.

edit: their pathing however is perfect in contrast to broodwar
sage_francis
Profile Joined December 2006
France1823 Posts
January 29 2014 11:24 GMT
#2950
good patch thx
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2014-01-29 12:19:17
January 29 2014 12:18 GMT
#2951
On January 29 2014 19:14 TT1 wrote:
why do scourges feel so strong vs corsairs? do they not overkill on units anymore?

Scourges seems to do AoE damage of ~30%, so even if they do overkill and units are stacked, they still do great damage. Maybe that is the reason.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
January 29 2014 12:50 GMT
#2952
So happy with the patch changes - look forward to testing them today. Great job guys
My. Copy. Is. Here.
Danzo
Profile Joined March 2011
2820 Posts
January 29 2014 13:04 GMT
#2953
I'm really glad they reverted science vessel change! Smart move by the developers! All we need soon is a nice website and sick ladder! :D
Getting too old for this..
TAMinator
Profile Joined February 2011
Australia2706 Posts
January 29 2014 13:05 GMT
#2954
Seeing how much attention this mod is getting, I am surprised its not even in the top 10 list on the arcade
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
January 29 2014 13:09 GMT
#2955
On January 29 2014 22:05 TAMinator wrote:
Seeing how much attention this mod is getting, I am surprised its not even in the top 10 list on the arcade

Maybe it's because the map is updated all the time and because there are so many maps to play on? Maybe that influences the rankings?
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.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 29 2014 13:16 GMT
#2956
--- Nuked ---
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 29 2014 13:22 GMT
#2957
On January 29 2014 22:09 Grumbels wrote:
Show nested quote +
On January 29 2014 22:05 TAMinator wrote:
Seeing how much attention this mod is getting, I am surprised its not even in the top 10 list on the arcade

Maybe it's because the map is updated all the time and because there are so many maps to play on? Maybe that influences the rankings?

Hm yeah sure that is one reason too, but tbh, most people don't know about it.
TL is only a very small part of sc2 and even here i would say that a lot of people have no idea about starbow.
Another aspect is that people usually don't go into the arcade to play another "hard, competetive" rts game, they wanna play some "mini games" where you usally don't have to train to have moments of success.
I feel people have the wrong expectations for this mod, it won't be the next dota, it is just not NEW enough for the average person (well it isn't new at all to be honest^^)
Just try to have some fun and don't expect anything, i think that would be the right mindset about it.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
January 29 2014 13:35 GMT
#2958
Hey Kabel what if you would kill the boring ass shit BW matchups? Like ZvZ. And make something interesting out of it?
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
Last Edited: 2014-01-29 13:42:46
January 29 2014 13:40 GMT
#2959
On January 29 2014 22:35 Atlasy wrote:
Hey Kabel what if you would kill the boring ass shit BW matchups? Like ZvZ. And make something interesting out of it?

Give sporecrawlers a bonus to bio just like in SC2. Or introduce swarm hosts to add more exciting positional play.

On January 29 2014 22:22 The_Red_Viper wrote:
Show nested quote +
On January 29 2014 22:09 Grumbels wrote:
On January 29 2014 22:05 TAMinator wrote:
Seeing how much attention this mod is getting, I am surprised its not even in the top 10 list on the arcade

Maybe it's because the map is updated all the time and because there are so many maps to play on? Maybe that influences the rankings?

Hm yeah sure that is one reason too, but tbh, most people don't know about it.
TL is only a very small part of sc2 and even here i would say that a lot of people have no idea about starbow.
Another aspect is that people usually don't go into the arcade to play another "hard, competetive" rts game, they wanna play some "mini games" where you usally don't have to train to have moments of success.
I feel people have the wrong expectations for this mod, it won't be the next dota, it is just not NEW enough for the average person (well it isn't new at all to be honest^^)
Just try to have some fun and don't expect anything, i think that would be the right mindset about it.

There just need to be systems in place to allow Starbow to be self-sustainable. I don't necessarily care about Starbow being the Next Big eSports, and I don't think that's even a possibility, but it would be nice to never have to worry about whether you can even find someone to play with, with there always being plenty of activity. I think we'd need a few hundred more active players for that, and that's in the realm of the possible.
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.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-01-29 13:45:13
January 29 2014 13:43 GMT
#2960
http://starbow.wikia.com/wiki/Spore_Crawler

They do have bonus vs bio. Also, banelings changes ZvZ compared to BW.

I think a community website + ladder will make Starbow self-sustainable. Kinda like iccup.com. We are working on that and hopefully that will make a vibrant community. I agree. We don't have to be the next DoTA, just enough players to find an opponent and have fun.
aka KanBan85. Working on Starbow.
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