• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:37
CEST 11:37
KST 18:37
  • 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
[ASL21] Ro24 Preview Pt2: News Flash5[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy9ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22 - Presented by Monster Energy Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Pros React To: SoulKey vs Ample [ASL21] Ro24 Preview Pt2: News Flash ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[ASL21] Ro24 Group D [Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8079 users

Starbow - Page 169

Forum Index > SC2 General
Post a Reply
Prev 1 167 168 169 170 171 346 Next
Season
Profile Blog Joined May 2010
United States301 Posts
Last Edited: 2014-02-10 09:04:56
February 10 2014 09:04 GMT
#3361
On February 10 2014 17:59 SCST wrote:
Show nested quote +
On February 10 2014 17:52 coZy wrote:
On February 10 2014 17:42 SCST wrote:
Some slightly radical ideas to make the SC2 units more viable/fun in Starbow:

Stalker: Add hallucination ability with cool-down (similar to sentry but no mana)

Baneling: Add ability to manually detonate. Enemy units within a certain radius of detonation are slowed for a bit

Roach Not much to add, might just need a little buff to make it more viable.


For the stalker, it's already got blink with high ground sight without upgrades, so giving it a hallucination ability would be kinda pointless. At least I think the high ground sight with blink is still in the game, haven't played in a couple weeks.

I don't think the baneling idea makes much sense. Seems like an ability like that would never be used. People would rather have damage be done imo than have units be slowed, plus banelings already have a tough time catching up to other units so it'd be even less viable without a complete redesign of the unit.



Good points. I'm really just tossing anything that comes to mind out. Something has to be done/added to these units to make them more viable, even if it's slightly ridiculous or radical.

Maybe stalkers should have a personal cloaking ability in addition to blink. Might be interesting to expand on the "assassin" theme. Cloak can be researched.

I'm stumped regarding baneling. Any ideas?



Banelings are already widely used to the point of the devs thinking about getting rid of them due to them being overpowered (which is contrary to my personal experience).

As for stalkers, it has two abilities which make it usable. It is also fairly easy to tech to so adding cloak may make it a bit overused in early game. I think there has not been enough playing with the right amount of gateway vs warpgate in the mid to late game for us to really say it doesn't have a use.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
February 10 2014 09:10 GMT
#3362
On February 09 2014 13:10 tehredbanditt wrote:
I think I remember reading somewhere that the creators of SB were against the force field. Personally, I think force field was horrible for SC2 and it's one of the reasons I stopped playing. I hope that they never implement the force field into this mod. Or any ability remotely like it.

Stasis
Jaedong.
SCST
Profile Joined November 2011
Mexico1609 Posts
February 10 2014 09:10 GMT
#3363
On February 10 2014 18:04 Season wrote:
Show nested quote +
On February 10 2014 17:59 SCST wrote:
On February 10 2014 17:52 coZy wrote:
On February 10 2014 17:42 SCST wrote:
Some slightly radical ideas to make the SC2 units more viable/fun in Starbow:

Stalker: Add hallucination ability with cool-down (similar to sentry but no mana)

Baneling: Add ability to manually detonate. Enemy units within a certain radius of detonation are slowed for a bit

Roach Not much to add, might just need a little buff to make it more viable.


For the stalker, it's already got blink with high ground sight without upgrades, so giving it a hallucination ability would be kinda pointless. At least I think the high ground sight with blink is still in the game, haven't played in a couple weeks.

I don't think the baneling idea makes much sense. Seems like an ability like that would never be used. People would rather have damage be done imo than have units be slowed, plus banelings already have a tough time catching up to other units so it'd be even less viable without a complete redesign of the unit.



Good points. I'm really just tossing anything that comes to mind out. Something has to be done/added to these units to make them more viable, even if it's slightly ridiculous or radical.

Maybe stalkers should have a personal cloaking ability in addition to blink. Might be interesting to expand on the "assassin" theme. Cloak can be researched.

I'm stumped regarding baneling. Any ideas?



Banelings are already widely used to the point of the devs thinking about getting rid of them due to them being overpowered (which is contrary to my personal experience).

As for stalkers, it has two abilities which make it usable. It is also fairly easy to tech to so adding cloak may make it a bit overused in early game. I think there has not been enough playing with the right amount of gateway vs warpgate in the mid to late game for us to really say it doesn't have a use.


That's ironic, for some reason I thought that banelings were being taken out because they were underpowered and not being used.

Regarding stalkers, it may be true that they have a use but I have not seen a single game with stalkers in all my Starbow thus far. I've also watched tons and tons of games. No stalkers being used.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
Season
Profile Blog Joined May 2010
United States301 Posts
Last Edited: 2014-02-10 09:26:02
February 10 2014 09:25 GMT
#3364
There was a 3 gate quick stalker push before the nexus energy nerf a bit ago in PvT that was a tad annoying to deal with on certain maps. Could be easily scouted though as P isn't really making any units before Stalkers. There are also some interesting places Stalkers can blink (one being on Bloody Ridge from the 4th base to the far side of the main)
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 10 2014 11:04 GMT
#3365
@bug
WHen a unit from highground shoots at lowground, the vision is very small amount of time. (Should be longer vision, like 1.5sec more or something)
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 10 2014 11:10 GMT
#3366
Romson used stalkers in PvT to great effect a while ago. I think plp just forget about them and relay on BW builds.
aka KanBan85. Working on Starbow.
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
February 10 2014 11:43 GMT
#3367
On February 10 2014 17:59 SCST wrote:
I'm stumped regarding baneling. Any ideas?


At least remove baneling speed and make it more expensive. Give it some kind of cooldown ability, like charge or something.

Like it can only charge in a single direction and can't change course. Then if the opponent dodges it, then they only have to deal with it on its default speed? To at least force the zerg to think about how it uses its baneling.
I am boss. -Minami-ke
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 10 2014 11:48 GMT
#3368
On February 10 2014 20:43 itsMAHVELbaybee wrote:
Show nested quote +
On February 10 2014 17:59 SCST wrote:
I'm stumped regarding baneling. Any ideas?


At least remove baneling speed and make it more expensive. Give it some kind of cooldown ability, like charge or something.

Like it can only charge in a single direction and can't change course. Then if the opponent dodges it, then they only have to deal with it on its default speed? To at least force the zerg to think about how it uses its baneling.


Single file speed idea was actually what Foxxan here suggested a while ago... anyone else think it is a good idea? If enough people are thinking about the same idea, it might be good
aka KanBan85. Working on Starbow.
labbe
Profile Joined October 2010
Sweden1456 Posts
Last Edited: 2014-02-10 12:05:49
February 10 2014 12:05 GMT
#3369
Have you guys thought about buffing SCV hp a little bit? I mean, since this game is closer to brood war than sc2 - and SCVs in brood war have 60(!)hp, wouldn't it make sense at least to give the Starbow SCV 50, 55 hp or something. It would certaintly help agains muta harrass / ling runbys.
labbe
Profile Joined October 2010
Sweden1456 Posts
February 10 2014 12:22 GMT
#3370
Haha, watching today's proleague really highlights the need for this mod :D Over 2 hour siege tank vs swarm host turtle fest ending in a draw for those of you unaware ^^
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 10 2014 13:27 GMT
#3371
On February 10 2014 20:48 Xiphias wrote:
Show nested quote +
On February 10 2014 20:43 itsMAHVELbaybee wrote:
On February 10 2014 17:59 SCST wrote:
I'm stumped regarding baneling. Any ideas?


At least remove baneling speed and make it more expensive. Give it some kind of cooldown ability, like charge or something.

Like it can only charge in a single direction and can't change course. Then if the opponent dodges it, then they only have to deal with it on its default speed? To at least force the zerg to think about how it uses its baneling.


Single file speed idea was actually what Foxxan here suggested a while ago... anyone else think it is a good idea? If enough people are thinking about the same idea, it might be good

You mean single line?

That does sound interesting. You can marine-micro out the way aswell, but then its kind of similar to the lurkers attack minus the splash damage from the explosion.
sorry for dem one liners
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 10 2014 13:32 GMT
#3372
On February 10 2014 12:29 thepuppyassassin wrote:
Show nested quote +
On February 09 2014 23:41 NukeD wrote:
On February 09 2014 22:13 S1eth wrote:
On February 09 2014 19:03 NukeD wrote:
On February 09 2014 14:37 WolfintheSheep wrote:
On February 09 2014 13:50 Taguchi wrote:
@wolfinthesheep, you gotta establish some kind of baselines for any work to be successful.

Some examples (only a few):

-Designing around a certain mapsize is very problematic when suddenly you think it's cool to allow mechanics that ignore mapsize - you will be left playing balance catch up as a result of that, and very constrained in what is and isn't allowed in your map design for example (sc1 had arbiter recall and nydus, but those were very lategame and very expensive/hard to pull off - compare it to warpgates and, to a lesser extent, sc2 nydus).
-Same goes with incorporating certain types of terrain intended to provide a specific function (eg chokepoint, inaccessible high ground, open flat terrain, wide corridor) and, at the same time, certain abilities that effectively change the function of terrain or circumvent terrain (colossi, blink stalkers, reapers, forcefield, whatever I forget). Think about the kind of effect these abilities have on the variability of army compositions that are effective in particular maps more than others - the protoss deathball is never changing, is it?
-If you're gonna introduce units that are exponentially more useful in a mass vs mass scenario or units that hardcounter harass, you better have the mass vs mass scenario as a design goal and not a result of the cool units. If you really wanted many skirmishes around the map, introducing the colossus or giving concussive shells to the marauder isn't a particularly wise idea, for example.

Innovation is great, as long as you got some fundamental design goals in mind that aren't disrupted by introducing 'cool' elements. I don't know how the sc2 team worked - they've been defending the results of their design choices, such as prevalence of ballfights, so maybe they just executed their vision - this is a very good thing, no matter our personal opinion. But simply going off and being 'innovative' and 'cool' and hoping the stuff you threw at the wall sticks is no way to develop a game, especially a competitive one.


Your first two are basically rules after-the-fact. Sure, once a game is out and you know the design, you can say what maps need to look like for the game to function. But you can't say "all RTSes need chokepoints and high ground mechanics", or even "Game maps must be constrained to this". Hell, you can't even say "RTSes must have unit travel constraints".

The older C&Cs, Age of Empires, etc. certainly didn't care about terrain or chokepoints. And I know there are some Sci-Fi RTSes out there that allow warps all across the map.

And sure, throwing darts on a board isn't very good for game design, but many of the best games of all time came from "Here's a cool idea, let's make it work". Even StarCraft 1 came from that kind of mindset; no one cared about a completely balanced game, because no one played seriously enough for it to matter. They just made an RTS with 3 distinct races, and that was something brand new and exciting.

Yeah thats how proffesional video game designers do their work. Get real dude.

Eh, yes that's how they do it. What's your problem?

His last post kind of makes sense but the thought process over his last few posts and the overall conclusion is what I was comentating against. If you are a designer you make certain rules you will follow later on,, and if you want to implement anything "cool" you should do it by the rules you made earlier. He is making it sound like these guys get paid just to throw out random ideas haphazardly. The result sometimes does seem like it tho.

Actually I've recently visited David Kim's office. NO desk, chair, or computer, just a giant dartboard with an image of every unit in the game. Colored darts lay strewn about haphazardly, blue darts for buffs, red for nerfs, and a single white one strangely labeled "free units".When I saw a blue dart buried in the tail of a hydra that day, I knew there would be problems.

I am somewhat pleased he isnt using the beheaded chicken approach that they use on American economy system though. We all know how that turned out..
sorry for dem one liners
tehredbanditt
Profile Joined July 2010
103 Posts
February 10 2014 14:05 GMT
#3373
I think they were thinking of alternatives to bane not because of being overpowered but from purely a design stand point? I can attest to the fact that neither I ( Zerg player) nor the terrains I play with think banes are overpowered in the least. I'm concerned for them removing the bane without giving Zerg any compensation. Because I feel right now the bane is needed badly.
life of lively to live to life of full life thx to shield battery
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-10 14:48:52
February 10 2014 14:48 GMT
#3374
@Spidermines(the old, that is in the game now)
They dont do any friendly splash sometimes
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
February 10 2014 15:03 GMT
#3375
Banelings are one of the few units that I really like from sc2, and I hope you don't change them too much.
myminerals
Profile Joined August 2013
560 Posts
Last Edited: 2014-02-10 15:13:49
February 10 2014 15:05 GMT
#3376
I believe SC2:Broodwar should be much better. Why make another frankestein?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 10 2014 15:24 GMT
#3377
On February 11 2014 00:05 myminerals wrote:
I believe SC2:Broodwar should be much better. Why make another frankestein?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316

Here is what you want. Believe it or not, I actually want some SC2 content
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 10 2014 15:29 GMT
#3378
@Siegetanks
Worth to think about how to fix so they deal their proper dmg(like in bw) under darkswarm, before the tournament in marsch

Also i saw dec videowhich showed that they miss their primary target but hit a unit that is below him. (When shooting beneath a clip to high).
What he didnt show was what is happening if the siegetank shoots at bigger sized units(ultra,dragoon,tank).
I have this feeling, that he will actually hit that primary target cuz the size is big so he hits it on the side and not in the middle like he do when they are on equal ground.

Hope i made myself clear.
I can be totally wrong in that, but i have this feeling
sage_francis
Profile Joined December 2006
France1823 Posts
February 10 2014 17:41 GMT
#3379
yeah !!! python ))) thx !!!!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 10 2014 17:53 GMT
#3380
On February 11 2014 00:29 Foxxan wrote:
@Siegetanks
Worth to think about how to fix so they deal their proper dmg(like in bw) under darkswarm, before the tournament in marsch

Also i saw dec videowhich showed that they miss their primary target but hit a unit that is below him. (When shooting beneath a clip to high).
What he didnt show was what is happening if the siegetank shoots at bigger sized units(ultra,dragoon,tank).
I have this feeling, that he will actually hit that primary target cuz the size is big so he hits it on the side and not in the middle like he do when they are on equal ground.

Hope i made myself clear.
I can be totally wrong in that, but i have this feeling


Yes, this is an indirect unintentional buff to Dark Swarm which should be fixed.
aka KanBan85. Working on Starbow.
Prev 1 167 168 169 170 171 346 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
SC:Evo Showmatches
CranKy Ducklings41
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 137
Livibee 130
ProTech111
StarCraft: Brood War
Sea 2957
Bisu 1979
Horang2 1030
Soma 465
Hyuk 290
Larva 287
EffOrt 239
actioN 190
ToSsGirL 82
JulyZerg 52
[ Show more ]
GoRush 47
Killer 44
Sharp 25
Bale 22
ajuk12(nOOB) 19
Noble 12
Sacsri 12
yabsab 11
soO 9
Backho 9
Dota 2
NeuroSwarm74
XcaliburYe26
League of Legends
JimRising 438
Counter-Strike
olofmeister1705
shoxiejesuss1174
Other Games
ceh9590
Fuzer 182
Happy161
crisheroes123
Mew2King46
Organizations
StarCraft: Brood War
lovetv 21
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 27
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling166
Upcoming Events
Afreeca Starleague
23m
Light vs Calm
Royal vs Mind
Wardi Open
1h 23m
Monday Night Weeklies
6h 23m
Replay Cast
14h 23m
Sparkling Tuna Cup
1d
Afreeca Starleague
1d
Rush vs PianO
Flash vs Speed
PiGosaur Cup
1d 14h
Replay Cast
1d 23h
Afreeca Starleague
2 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
2 days
[ Show More ]
The PondCast
3 days
OSC
3 days
RSL Revival
4 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
4 days
RSL Revival
5 days
Maru vs MaxPax
BSL
5 days
RSL Revival
5 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Liquipedia Results

Completed

2026 Changsha Offline CUP
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.