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Starbow - Page 154

Forum Index > SC2 General
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WarpTV
Profile Joined August 2011
205 Posts
January 30 2014 18:44 GMT
#3061
BUG:

As you can see form below, the roach is not in the hotkey menu

[image loading]

This is for NA. is there any way I can fix it on my end? Also, the default hotkey for roach burrow is "R" but it does not work for me in game as "R" is used as Attack move command.

.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2014-01-30 19:09:13
January 30 2014 18:58 GMT
#3062
On January 31 2014 03:44 WarpTV wrote:
BUG:

As you can see form below, the roach is not in the hotkey menu

[image loading]

This is for NA. is there any way I can fix it on my end? Also, the default hotkey for roach burrow is "R" but it does not work for me in game as "R" is used as Attack move command.

.


Also, there is no viper nest , same issue since ever, but some people swear it works for them, however none of them posted a screenshot yet.
Koz
Profile Joined October 2010
Brazil13 Posts
January 30 2014 19:50 GMT
#3063
On January 31 2014 03:24 haitike wrote:
Show nested quote +
On January 31 2014 03:08 Ovni wrote:
On January 31 2014 02:55 Mindcrime wrote:
On January 31 2014 02:43 Espers wrote:
On January 30 2014 13:46 sluggaslamoo wrote:
ZvP was completely Zerg dominant in BW until builds that allowed Protoss to gain air-dominance reliably appeared.


lol god what are you talking about? this couldn't be any further from the truth, ZvP has always been back and forth in BW. I believe before Savior popularised 3 Hatch Lair builds Zergs didn't win a tournament for five years, you can find TL threads from back then with people saying "Is Zerg dying?".


no

Tushin won OSLs in 2004 and 2005, and GoRush was very possibly the best player on earth the season he won YATGK.


he is right that Zergs didn't win a tournament for almost 5 years before July won his OSL. this argument that ZvP was Zerg dominated before Bisu is just wrong, Zerg struggled for a long time.


Zerg struggled because they were very very very weak in ZvT matchup, and Terran was the most played race. But Zerg was strong in ZvP.


This! Zerg only struggled against terrans. But at that time zergs generally dominated toss hard. Except on island/semi island maps.
Zergs were so late in winning a OSL because Nada, Boxer and Oov =]
Doominator10
Profile Joined August 2012
United States515 Posts
Last Edited: 2014-01-30 20:35:35
January 30 2014 19:54 GMT
#3064
On January 31 2014 02:06 coZy wrote:
Show nested quote +
On January 30 2014 16:55 Xiphias wrote:
There are few channels which ONLY do Starbow, but there are some that have more Starbow content than others. I'll post a list where the names are listed according to amount of Starbow content:

Youtube:
Decemberscalm: http://www.youtube.com/channel/UChnRvWJRXAYYO5XqoA-iHww
Xiphias (me!): http://www.youtube.com/user/Isaksen85
PSY: http://www.youtube.com/channel/UCdbL-i29FDPYok8X8yIynNQ
TotalBiscuit(Starcraft channel): http://www.youtube.com/user/TotalBiscuit
Husky Starcraft: http://www.youtube.com/channel/UCZ8D7Qvm0YHm0vZKFl-AFdA

Twitch:
Decemberscalm: http://www.twitch.tv/decemberscalm
SC2_Starbow (me): http://www.twitch.tv/sc2_starbow
Beastyqt: http://www.twitch.tv/beastyqt
Idra: http://www.twitch.tv/idrajit
Crank: http://www.twitch.tv/crank
Dragon: http://www.twitch.tv/dragon
Destiny: http://www.twitch.tv/destiny
Rider Rockon: http://www.twitch.tv/riderrockon
Madals: http://www.twitch.tv/madals
AdelSC: http://www.twitch.tv/adelsc123
Sorm Feel: http://www.twitch.tv/stormmfeel

There are probably more I have forgotten. Add to OP?


http://www.twitch.tv/tylzy I started streaming yesterday night. Not really high level play, but still some gameplay footage.


sticky first page please
EDIT: Oh it is. Well then. Good job +1


(whispers quietly avilo sometimes streams starbow)
*runs away in terror*

RE-EDIT: The main page under "how do spider mines work" still says that they have a detonate ability at 5.25 range. I believe that was nerfed to 4.something Fyi.
Your DOOM has arrived,,,, and is handing out cookies
WarpTV
Profile Joined August 2011
205 Posts
January 30 2014 20:02 GMT
#3065
On January 31 2014 03:58 HaRuHi wrote:
Show nested quote +
On January 31 2014 03:44 WarpTV wrote:
BUG:

As you can see form below, the roach is not in the hotkey menu

[image loading]

This is for NA. is there any way I can fix it on my end? Also, the default hotkey for roach burrow is "R" but it does not work for me in game as "R" is used as Attack move command.

.


Also, there is no viper nest , same issue since ever, but some people swear it works for them, however none of them posted a screenshot yet.



Yea, I am happy it is working for them, But I need to to work for me!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 30 2014 20:35 GMT
#3066
http://www.reddit.com/r/starcraft/comments/1wl2v5/starbow_invitational_tournament_announced/

yey!
aka KanBan85. Working on Starbow.
Doominator10
Profile Joined August 2012
United States515 Posts
January 30 2014 20:39 GMT
#3067
On January 31 2014 05:35 Xiphias wrote:
http://www.reddit.com/r/starcraft/comments/1wl2v5/starbow_invitational_tournament_announced/

yey!


It's already been ~10minutes and only a single thread on it? Need moar hype!
Your DOOM has arrived,,,, and is handing out cookies
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2014-01-30 20:49:52
January 30 2014 20:49 GMT
#3068
Starbow Nydus Worm Gotta love it xD
huller20
Profile Joined August 2010
United States112 Posts
January 30 2014 21:37 GMT
#3069
So watched a game and noticed that since there are no sentries, Zerg can actually micro against toss early game. Who thought such a wiiiild idea such as micro would be so much fun?
TheWorldToCome
Profile Joined January 2012
United States452 Posts
January 30 2014 21:40 GMT
#3070
I rlly hope the devs strive to increase or maintain the skill ceiling with future patches rather than decrease it.
Starcraft 2 was designed to have a best race. You play the worst one.
Ramiz1989
Profile Joined July 2012
12124 Posts
January 30 2014 21:42 GMT
#3071
On January 31 2014 05:49 StarscreamG1 wrote:
Starbow Nydus Worm Gotta love it xD

Wow, I didn't even know that it worked that way. That actually might be quite imbalanced, but we need to give it a bit more time. I really like that though.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
January 30 2014 21:44 GMT
#3072
I havent played on all the map but the lack of sentry and the lack of mineral patches in natural expo(on fighting spirit) make P really hard to play >.>... you are simply going back to BW and run 2 probes on 1 gas until you got a 3rd up running because there is very little effective gas dump unless you are going templar tech. Also adding neutral depo to block the 3 pylons cannon rush could help. Starbow is still under the SC2 engine influence of perfect walling so cannon/bunker rush could be too hard for Z to deal with.

Im daed. Follow me @TL_NB
RESOqub
Profile Joined September 2013
51 Posts
January 30 2014 21:46 GMT
#3073
There's something that feels off about the way this plays. Numbers don't line up right. Gasses don't line up right. It seems to breed passivity in most low level players who play it.

I'm sure its down to the different design but while I really like some aspects of it (micro and tank control) I can't stand the changes made to the macro element. This is as a Terran, by the way. This mod would be much more interesting if they could find a way to normalize the macro element to standard SC2 maps with a similar fast paced macro rhythm and control structure while keeping the interesting unit control elements. It's even little things that seem to have been done for purely pedantic reasons and to preserve BW build orders over SC2 build orders - a supply depot building in 36s instead of 30s. Why was this even done?

The best part of SC2 is the fast paced, enjoyable feel of the gameplay. Why is this mod preserving the more irritating, inexact bits of BW over the best bits of SC2?
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
January 30 2014 21:50 GMT
#3074
On January 31 2014 06:46 RESOqub wrote:
There's something that feels off about the way this plays. Numbers don't line up right. Gasses don't line up right. It seems to breed passivity in most low level players who play it.

I'm sure its down to the different design but while I really like some aspects of it (micro and tank control) I can't stand the changes made to the macro element. This is as a Terran, by the way. This mod would be much more interesting if they could find a way to normalize the macro element to standard SC2 maps with a similar fast paced macro rhythm and control structure while keeping the interesting unit control elements. It's even little things that seem to have been done for purely pedantic reasons and to preserve BW build orders over SC2 build orders - a supply depot building in 36s instead of 30s. Why was this even done?

The best part of SC2 is the fast paced, enjoyable feel of the gameplay. Why is this mod preserving the more irritating, inexact bits of BW over the best bits of SC2?


No we don't want 3 base sit into 200/200 battle that ends in seconds. We want to have consistent battles all over maps to fight for resources into war of attrition.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
January 30 2014 22:04 GMT
#3075
On January 31 2014 06:50 Xiphos wrote:
Show nested quote +
On January 31 2014 06:46 RESOqub wrote:
There's something that feels off about the way this plays. Numbers don't line up right. Gasses don't line up right. It seems to breed passivity in most low level players who play it.

I'm sure its down to the different design but while I really like some aspects of it (micro and tank control) I can't stand the changes made to the macro element. This is as a Terran, by the way. This mod would be much more interesting if they could find a way to normalize the macro element to standard SC2 maps with a similar fast paced macro rhythm and control structure while keeping the interesting unit control elements. It's even little things that seem to have been done for purely pedantic reasons and to preserve BW build orders over SC2 build orders - a supply depot building in 36s instead of 30s. Why was this even done?

The best part of SC2 is the fast paced, enjoyable feel of the gameplay. Why is this mod preserving the more irritating, inexact bits of BW over the best bits of SC2?


No we don't want 3 base sit into 200/200 battle that ends in seconds. We want to have consistent battles all over maps to fight for resources into war of attrition.

by that reasoning everyone should just play at the slower speed.
TopRamen
Profile Joined February 2011
United States96 Posts
January 30 2014 22:32 GMT
#3076
On January 31 2014 06:46 RESOqub wrote:
There's something that feels off about the way this plays. Numbers don't line up right. Gasses don't line up right. It seems to breed passivity in most low level players who play it.

I'm sure its down to the different design but while I really like some aspects of it (micro and tank control) I can't stand the changes made to the macro element. This is as a Terran, by the way. This mod would be much more interesting if they could find a way to normalize the macro element to standard SC2 maps with a similar fast paced macro rhythm and control structure while keeping the interesting unit control elements. It's even little things that seem to have been done for purely pedantic reasons and to preserve BW build orders over SC2 build orders - a supply depot building in 36s instead of 30s. Why was this even done?

The best part of SC2 is the fast paced, enjoyable feel of the gameplay. Why is this mod preserving the more irritating, inexact bits of BW over the best bits of SC2?


On January 31 2014 07:04 Cheerio wrote:
by that reasoning everyone should just play at the slower speed.


Well... it's that there isn't enough demand (too much supply) in a SC2 style economy. We always get stuck in 3 base vs 3 base scenarios and there isn't much incentive to expand beyond those 3 bases except for economical longevity.

@RESOqub One of the goals of this mod is to create games where we don't have deathball scenarios (I think it still happens, but you can get way more value out of spread/micro'd units).
I don't know if you want deathball type scenarios (if you are, i'd like to note that this mod is sort of a fan sequel to BW), but i'll do my best to explain why we must go through these changes required to make this happen.

In order to have games where we fight all over the map, we have to lower the high income economy of SC2. SC2 has a virtual 3 base ceiling in terms of economy, don't need anymore than 60-70 workers ish. That max income is easy to achieve in SC2, this is not the case in BW where you must take many bases to do so. The initially slowed down income starts slower than a game of SC2, but after that slow start in BW(or Starbow), it really takes off.

@Cheerio, I don't think playing the game at slower speed would solve anything other than giving both players more time to make actions, i.e. wouldn't create situations where we fight all over the map.
But we can try it and see what happens.
Use your noodle!
labbe
Profile Joined October 2010
Sweden1456 Posts
January 30 2014 22:34 GMT
#3077
Suggestion: Remove supply depot dependency for building Barracks. IIRC they changed this back in WoL when 2racks cheese was very common, however, it was never needed in brood war. Honestly the option to go fast barracks is a nice option if it's not breaking the game, which I don't see why it would in Starbow.
NapkinBox
Profile Blog Joined January 2012
United States314 Posts
January 31 2014 00:07 GMT
#3078
On January 31 2014 07:34 labbe wrote:
Suggestion: Remove supply depot dependency for building Barracks. IIRC they changed this back in WoL when 2racks cheese was very common, however, it was never needed in brood war. Honestly the option to go fast barracks is a nice option if it's not breaking the game, which I don't see why it would in Starbow.


8 rax openings please~
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
StutteR
Profile Blog Joined January 2010
United States1903 Posts
January 31 2014 00:21 GMT
#3079
Dragoons always reminded me of 4 legged tarantulas. I think their design in SC2 leaves much to be desired
`~` | effOrt Movie sKyHigh forever & SEn
404AlphaSquad
Profile Joined October 2011
839 Posts
January 31 2014 00:36 GMT
#3080
On January 31 2014 09:21 StutteR wrote:
Dragoons always reminded me of 4 legged tarantulas. I think their design in SC2 leaves much to be desired


What bothers me more are the so called "spidermines". They are so unlike the bw mine. They are way less efficient. Cause they take so long to hit, mine drags are insanely effective as soon as a detector is out, no mine hits EVER. as soon as the opponent has a decent amount of goons out, you cant hit ever anything with them.
Reapers are the most ridiculous thing I have ever seen. I played a game vs hider which basically shows how OP they are.
Sentinels not sure what to say about them, cause they win a lot of game outright with proxy robos. The damage of their basic attack needs to be looked at imo. Revert it back to 5 ?
aka Kalevi
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