Starbow - Page 158
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Ramiz1989
12124 Posts
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StarscreamG1
Portugal1652 Posts
On January 29 2014 13:08 Kabel wrote: I love you guys...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. - Spider mines now deal damage in a proper AoE radius to light, medium and armored units. (Was broken vs medium units earlier) 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: We will not patch the game with balance or design changes for a while now. Instead will we upload a Starbow test map. + Show Spoiler + 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. | ||
Neighbor
United States119 Posts
On February 02 2014 21:05 Ramiz1989 wrote: We need Medusa and Blue Storm! Blue Storm would be nice but I don't know about Medusa unless they can replicate the mineral glitching a vulture/dt/lurker over the stacked temples to punish taking that backdoor expansion too early. | ||
404AlphaSquad
839 Posts
On February 02 2014 23:06 Neighbor wrote: Blue Storm would be nice but I don't know about Medusa unless they can replicate the mineral glitching a vulture/dt/lurker over the stacked temples to punish taking that backdoor expansion too early. and hopefully it is neo Medusa ![]() | ||
Zhadez10
Iceland39 Posts
On February 02 2014 23:06 Neighbor wrote: Blue Storm would be nice but I don't know about Medusa unless they can replicate the mineral glitching a vulture/dt/lurker over the stacked temples to punish taking that backdoor expansion too early. meh mineral glitching is minor, you could always go drop. What I want to stay is the stacked temples, I remember some cool openings for units that had splash damage to open these temples. | ||
.swz.
73 Posts
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Ramiz1989
12124 Posts
On February 02 2014 23:06 Neighbor wrote: Blue Storm would be nice but I don't know about Medusa unless they can replicate the mineral glitching a vulture/dt/lurker over the stacked temples to punish taking that backdoor expansion too early. Those things aren't that big, drops are always viable. If I recall correctly, backdoor expansion didn't have gas, and had less mineral patches so it wasn't as important. I still saw a lot of cool games on that map, especially because the center is so open that most of the times you see a lot of good and long fights, with great positioning and intense micro from both sides. | ||
r1flEx
Belgium256 Posts
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blacks
Brazil10 Posts
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iHirO
United Kingdom1381 Posts
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Malli
Germany138 Posts
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WarpTV
205 Posts
On February 02 2014 20:55 ZerG~LegenD wrote: How does Mutalisk micro work in this? Can you actually stack and do moving shots like in BW? Stacking them is the easy part, Un-stacking them in nearly imposable. | ||
404AlphaSquad
839 Posts
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WarpTV
205 Posts
We can set defiler HP to still die to Irradiate wile burrowed. My 2nd Issue is Vipers. Vs the SK build and vs Mech, Vipers just die so fast when we try to use them. I really Do think the Old Brood War queen was more useful and that is not saying much. The BW queen was faster and had longer range on all spells. I would recommend the vipers speed, turn rate, and acceleration be increased. Wile increasing the projectile speed of ensnare. I think Vipers need to be able to dance out of range of Irradiate wile still being useful or they will just not be used. | ||
404AlphaSquad
839 Posts
On February 03 2014 03:08 WarpTV wrote: If you are wanting Irradiate to not one shot Lurkers, We can split the spell. Allow Irradiate to deal 120 damage to units that are burrowed at the time of casting. My 2nd Issue is Vipers. Vs the SK build and vs Mech, Vipers just die so fast when we try to use them. I really Do think the Old Brood War queen was more useful and that is not saying much. The BW queen was faster and had longer range on all spells. I would recommend the vipers speed, turn rate, and laceration be increased. Wile increasing the projectile speed of ensnare. I think Vipers need to be able to dance out of range of Irradiate wile still being useful or they will just not be used. I like your idea about increasing viper speed alot! | ||
HaRuHi
1220 Posts
On February 03 2014 02:59 WarpTV wrote: Stacking them is the easy part, Un-stacking them in nearly imposable. They kinda removed mutalisk micro with the last patch. If you wanna stack them really close you have to spam move command sc2 style, they won't unstack, but they aren't too stacked, so it is kinda easy to pick out the irradiated, It still feels like a step back compared to before. | ||
Deleted User 97295
1137 Posts
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AdelSC123
France362 Posts
On February 03 2014 02:59 WarpTV wrote: Stacking them is the easy part, Un-stacking them in nearly imposable. Thats actually not true, I made small video to prove my point: http://www.twitch.tv/adelsc123/c/3654397 I didnt discover the trick (i dont even play zerg). | ||
lithyeld
France13 Posts
Give me some Starbow to watch please, or I start a "Starbow is dying" thread ^^ | ||
HaRuHi
1220 Posts
On February 03 2014 03:36 HellKey wrote: Thats actually not true, I made small video to prove my point: http://www.twitch.tv/adelsc123/c/3654397 I didnt discover the trick (i dont even play zerg). Too bad the unit test map still uses the old values for muta collision boxes and stuff, you can't even stack them anymore like that in the new patch :d | ||
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