Starbow - Page 188
Forum Index > SC2 General |
Ej_
47656 Posts
| ||
Grumbels
Netherlands7028 Posts
Also, from another perspective, I think continuity between Starbow and Starcraft 2 is a good thing. Players will transition from that game to Starbow and will have to get used to a blink that has a cooldown that is one second lower. I think it's slightly odd when you also had the choice to go from 12->10 instead of 12->9. Doesn't really matter though, but it's an interesting technicality I thought. | ||
Foxxan
Sweden3427 Posts
- Null wards no longer attack Larvas, Eggs or Spider mines. Spidermines killed larva in broodwar. I dont see why they are categorized as buggs. Dont see the logic in these things. The future section i liked | ||
FromShouri
United States862 Posts
On February 16 2014 03:20 Foxxan wrote: - Spider mines no longer attack Larvas or other Spider mines. - Null wards no longer attack Larvas, Eggs or Spider mines. Spidermines killed larva in broodwar. I dont see why they are categorized as buggs. Dont see the logic in these things. The future section i liked Spider Mines didn't trigger on larva, but did kill it if triggered by a unit near larva. | ||
Neighbor
United States119 Posts
On February 16 2014 03:26 FromShouri wrote: Spider Mines didn't trigger on larva, but did kill it if triggered by a unit near larva. They trigger on both larva and eggs. http://wiki.teamliquid.net/starcraft/Spider_Mine | ||
404AlphaSquad
839 Posts
1) the spawning is the complete opposite than what it was in bw. You are supposed to spawn with an opponent on your side of the map. but here you spawn with your ally. see here how it should be! 2) the mineralplacement in the middle should only allow small units to pass. not entire goon armys. => the "remake" sucks because of those issues. Please fix this map!!! I just played 2 games on it. Its a violation of a classic bw map :/ For reference how exciting this map can be | ||
Daumen
Germany1073 Posts
On February 15 2014 08:09 Fencar wrote: I'm super excited for this. Starbow is fun, but I felt like without a ladder system, I couldn't really improve that much facing random opponents from super varied skill levels. With a ladder system, I can actually grind out flaws in my play much more effectively than taking an extra few minutes to find someone in the chat channel that's *very* roughly around my skill level. i just really hope that its going to work, I still cry at night that StarbowArena is pretty much dead. We dont need another dead Ladder :X Any info on if theres going to be 1 Global or Region Ladders? I tried to play on NA once, didnt work out so well :X And I got a 100mb/s connection, thats considered good in german at least :o | ||
Mullet_Ben
United States54 Posts
On February 16 2014 03:49 404AlphaSquad wrote: Who designed the starbow version of Iron curtain. The mapmaker clearly didnt understand anything about it and thats why 2v2´s are so horrible on it. 1) the spawning is the complete opposite than what it was in bw. You are supposed to spawn with an opponent on your side of the map. but here you spawn with your ally. see here how it should be! 2) the mineralplacement in the middle should only allow small units to pass. not entire goon armys. => the "remake" sucks because of those issues. Please fix this map!!! I just played 2 games on it. Its a violation of a classic bw map :/ For reference how exciting this map can be Correct me if I'm wrong, but in BW weren't the spawns completely random? Sometimes you spawn the same side, some times you spawn opposite. | ||
404AlphaSquad
839 Posts
On February 16 2014 04:41 Mullet_Ben wrote: Correct me if I'm wrong, but in BW weren't the spawns completely random? Sometimes you spawn the same side, some times you spawn opposite. No you are wrong. UMS Settings were always how I presented it. | ||
Jermman
Canada174 Posts
On February 16 2014 04:11 Daumen wrote: i just really hope that its going to work, I still cry at night that StarbowArena is pretty much dead. We dont need another dead Ladder :X Any info on if theres going to be 1 Global or Region Ladders? I tried to play on NA once, didnt work out so well :X And I got a 100mb/s connection, thats considered good in german at least :o Starbow arena is dead because its not the official ladder from the devs and its not promoted. I think the official ladder will be great. | ||
Ramiz1989
12124 Posts
On February 16 2014 01:25 Kabel wrote: Patch Bug fixes: + Show Spoiler + - Spider mines no longer attack Larvas or other Spider mines. - Null wards no longer attack Larvas, Eggs or Spider mines. - Scourges now provide points in the score screen. - And a lot more... Balance changes: + Show Spoiler + - Roach Tunnel ability cooldown reduced from 12 sec to 6 sec. Duration remains at 4 sec. Roaches now take full dmg from enemy units while burrowed. - Stalker dmg increased from 7 to 8. (Still deals +50% vs light) - Stalker shield increased from 40 to 60. - Blink cooldown reduced from 12 to 9 seconds. - Stalker armor changed from Armored to Medium - Marauder starting speed increased from 1.97 to 2.07 (Same as Marines) - Barrel stabilizer upgrade now increases Marauders attack range by 2. (Marines still get +1 range) - Elite Reaper training now requires Engineering bay. - Elite Reaper training BT reduced from 186 sec to 120 sec. - Reaper Bombs dmg changed from 60+20 vs structure, to 80 vs all. (Allows them to 2-shot Tanks.) - Flying Viking attack dmg increased from 2x8 dmg to 2x10 dmg. - Flying Viking splash dmg reduced from 25% to 20%. (Still maintains the same splash DPS) - Flying Viking turn rate increased so it is more agile. - Recall can teleport four more units, up to a maximum of 20 units. Explanation: + Show Spoiler + The Stalker intends to be a fragile, highly mobile skirmish unit, capable of harassment and damage support. It is currently a very narrow unit who sees useful play in rare situations: in PvZ vs Mutas, and sometimes in lategame TvP. We would like to make it more meaningful in other stages of the game, preferably in all match-ups. >>>+ Show Spoiler + - The change to damage makes the Stalker slightly better vs more types of units. - Shorter Blink cooldown allows more micro - get in and out of bases easier, catch enemy units, abuse terrain, more blink micro in combat etc. - Having Medium as armor class makes the Stalker less hard countered by units who deal explosive damage, such as Dragoons or Hydralisks. This in combination with the buff to shield by 20, makes sieged Siege Tanks kill them in three shots, instead of two. (They have 1 HP left...) The Stalker shall obviously lose in straight up engagements vs those types of units. (Since it is not intended to be a pure combat unit.) Sometimes there is a thin line between being useless and being OP. Hopefully will those changes push the Stalker more into the game. If bad gameplay consequences are discovered, we will ofc be willing to revert this or find another way to go. The Roachs ability "Tunnel" now offers more potential for micro, both in combat, for movement across the map and for harassment. Bio seems to have a hard time having early/mid game map presence vs Protoss. Part of this is because its difficult for the Marauder to get in range and deal dmg vs Dragoons. By gaining 2 extra attack range via the upgrade, the Marauder will hopefully be more useful both vs P and vs T. If the Marauder was given starting range 5, it would have same range as upgraded Dragoons while inside a Bunker. And this would very easily nullify early Dragoon pressure. Perhaps are more adjustments needed to make Bio or Mech + Bio viable in TvT and TvP later on. Early mass Reapers with Bomb upgrade tend to be lame vs Zerg. By pushing the Bomb upgrade further up the tech tree, it will now come into play a bit later. We were torn between reintroducing the Factory requirement for it, or give the Engineering bay a try. We decided to opt for the latter solution to see how it works out. Future work: + Show Spoiler + - Ghost will get a modified version of Shock and a "new" spell that is almost completed in the editor. - Protoss air units will get some improvements. - Calldown SCV causes two dilemmas: 1) Easy to abuse vs enemy Tanks 2) Easy to take far away island bases We will look at solutions for this, and it will probably not be too hard to solve. - The Baneling is a heated topic in this thread. We have read lots of suggestions about it. We will evaluate and look into what might be possible ways to design it, without adding too much confusion to players. - As has been mentioned before, macro mechanics are a constant thing to keep an eye on. Perhaps will some form of modified macro mechanics come later, that both makes them feel more unique and clean, and if needed, better balanced. - One large dilemma has always been Bio vs Mech in TvT and TvP. Bio was basically unplayable in BW (except vs Zerg or for early pushes) and it would be nice if Bio or Bio + Mech became a viable way to play vs P and T. (Without feeling as the inferior choice to pure mech.) The Marauder was added into the game as the "easy" solution, as a way to make Bio more durable in combats and able to better survive vs Reaver, Storm etc. Bioplay must offer enough unique advantages for the player, compared to going mechplay. Perhaps can a better designed and stronger Ghost help with this. Maybe is there room for an even better version of Matrix, or second spell at the Medic. Reapers might need to be redesigned in some way so it becomes truly useful vs T and P. Maybe the Marauder is not needed at all, in case some kind of Combat shield vs splash dmg is introduced for the Marine. All of this is just lose speculations. But still its an area that I think needs to be looked into more. - Dark Swarm will be reworked so splash attacks work similar to how they did in BW. Decemberscalm explains it here: I just need to get it to work properly. >.< Wow, what a great patch, I pretty much like everything and I am really looking forward to your future works. Very nice, I am looking forward to see more Roaches, since I think that they have great potential and I think that they will get even better now for harassment and a little bit worse for engagements. | ||
Fishgle
United States2174 Posts
| ||
404AlphaSquad
839 Posts
On February 16 2014 06:54 Ramiz1989 wrote: Wow, what a great patch, I pretty much like everything and I am really looking forward to your future works. Very nice, I am looking forward to see more Roaches, since I think that they have great potential and I think that they will get even better now for harassment and a little bit worse for engagements. They will bee good at picking of retreating units too :D | ||
404AlphaSquad
839 Posts
On February 16 2014 07:42 Fishgle wrote: If SCV calldown proves to be a problem, here's a simple solution: SCV calldown can only be used within ~6 range of a friendly ground unit or structure. thats too complicated for me -.- Keep it as it is. and for island expos, simply put in rocks. | ||
Grumbels
Netherlands7028 Posts
On February 16 2014 07:42 Fishgle wrote: If SCV calldown proves to be a problem, here's a simple solution: SCV calldown can only be used within ~6 range of a friendly ground unit or structure. It's unfortunate that the ability is becoming unintuitive to use though. You can't simply create functional fixes for every issue with some game mechanic, that leaves you with a game that's a mess of difficult to remember rules, which turns play away from logical intuition towards knowledge of game exploits. | ||
404AlphaSquad
839 Posts
On February 16 2014 07:50 Grumbels wrote: It's unfortunate that the ability is becoming unintuitive to use though. You can't simply create functional fixes for every issue with some game mechanic, that leaves you with a game that's a mess of difficult to remember rules, which turns play away from logical intuition towards knowledge of game exploits. I agree. Especially since this game already has a lot of complicated rules like: Nerf jammer not working as good on lurkers, the damage system is complicated to a lot of new players, that fucked up pathing atm, alot of overlapping upgrades having more effects on one or more units. | ||
Piy
Scotland3152 Posts
| ||
404AlphaSquad
839 Posts
On February 16 2014 07:59 Piy wrote: Surely the simplest fix is that scv calldown can only be cast on mineral patches and friendly units. why does scv calldown on tanks is a problem anyway ? It prevents stalemates and should be a viable option in tvt imo. | ||
Jermman
Canada174 Posts
| ||
Piy
Scotland3152 Posts
On February 16 2014 08:02 404AlphaSquad wrote: why does scv calldown on tanks is a problem anyway ? It prevents stalemates and should be a viable option in tvt imo. I've not had any issues with it personally. People seem to want it nerfed rather than playing around it. | ||
| ||