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On February 16 2014 08:03 Piy wrote:Show nested quote +On February 16 2014 08:02 404AlphaSquad wrote: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. I've not had any issues with it personally. People seem to want it nerfed rather than playing around it. Yea I don't think it's an issue, I merely made a suggestion in case it does become a problem.
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On February 16 2014 08:03 Jermman wrote: I think the pathing is great, as in the way balls of marines space out, etc. Uses more space on the map like bw Imo.
The pathing was great when it was implemented. By now we know that this pathing doesnt accomplish what we wanted it to. To prevent the deathballish feeling. A new one gets hopefully implemented soon. Sure with the current pathing, units spread out, but once they move they clump together again. And in order to the units not walking into lurkers or siege tanks lines you always have to remember to hold position every single rallied unit. which is quite frustrating if you think about all the stuff you have to do in sbow anyway.
Piy if some thing gets done to the scv calldown I hope they implement your simple rule. But only calldown on minerals since that would fix a lot of other issues too. But I hope it stays as it is. It isnt like it would break the game or anything.
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I hope they keep the spacing of units anyways
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how about adding an ability similar to the dark swarm for the ghost? The tactical situations for terran bio and zerg tends to be similar in that they usually try to swarm or outnumber the enemy. This may make bio more viable vs toss but im not sure if it will have any unintended consequences in tvz
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On February 16 2014 08:28 icymint wrote: how about adding an ability similar to the dark swarm for the ghost? The tactical situations for terran bio and zerg tends to be similar in that they usually try to swarm or outnumber the enemy. This may make bio more viable vs toss but im not sure if it will have any unintended consequences in tvz The reason dark swarm in brood war is a fun ability is because lurkers have low range and zerglings are melee units. The reason dark swarm in starcraft 2 (point defense drone) is absolutely horrible is because terran has only ranged units, some being very powerful.
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Does the ghost have lockdown? If not that would be a good spell to add.
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ughhh pdd... anyway maybe the nuke ability for the ghost can be redesigned some way? So that it becomes a innovative but alternate method to using tanks
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Are there any plans to change overlord speed? I guess the current slow speed is useful to strengthen corsairs, but it feels so slow compared to SC2.
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On February 16 2014 08:43 Grumbels wrote:Show nested quote +On February 16 2014 08:28 icymint wrote: how about adding an ability similar to the dark swarm for the ghost? The tactical situations for terran bio and zerg tends to be similar in that they usually try to swarm or outnumber the enemy. This may make bio more viable vs toss but im not sure if it will have any unintended consequences in tvz The reason dark swarm in brood war is a fun ability is because lurkers have low range and zerglings are melee units. The reason dark swarm in starcraft 2 (point defense drone) is absolutely horrible is because terran has only ranged units, some being very powerful.
Yeah did you know that Terran have only ranged units in BW too? I did and so did many.
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On February 16 2014 09:44 Xiphos wrote:Show nested quote +On February 16 2014 08:43 Grumbels wrote:On February 16 2014 08:28 icymint wrote: how about adding an ability similar to the dark swarm for the ghost? The tactical situations for terran bio and zerg tends to be similar in that they usually try to swarm or outnumber the enemy. This may make bio more viable vs toss but im not sure if it will have any unintended consequences in tvz The reason dark swarm in brood war is a fun ability is because lurkers have low range and zerglings are melee units. The reason dark swarm in starcraft 2 (point defense drone) is absolutely horrible is because terran has only ranged units, some being very powerful. Yeah did you know that Terran have only ranged units in BW too? I did and so did many. Your point being?.
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I really hate the Marauder. It just feels like a band-aid to make bio better. It's a boring, hearty, attack-move kind of unit that always seems to always form this SC2-esque blobs.
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On February 16 2014 10:10 Espers wrote: I really hate the Marauder. It just feels like a band-aid to make bio better. It's a boring, hearty, attack-move kind of unit that always seems to always form this SC2-esque blobs. Each bio unit has its own peculiar propensities and necessities. They are like individual flowers, but together they form a bouquet (as opposed to a flock of mutalisks). Firebats are red, marines are blue, ghosts are white, all the colors are represented servicing a range of moods.
(note to self: go to bed )
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On February 16 2014 10:17 Grumbels wrote:Show nested quote +On February 16 2014 10:10 Espers wrote: I really hate the Marauder. It just feels like a band-aid to make bio better. It's a boring, hearty, attack-move kind of unit that always seems to always form this SC2-esque blobs. Each bio unit has its own peculiar propensities and necessities. They are like individual flowers, but together they form a bouquet (as opposed to a flock of mutalisks). Firebats are red, marines are blue, ghosts are white, all the colors are represented servicing a range of moods. Which bio unit are you? (note to self: go to bed ![](/mirror/smilies/frown.gif) ) Marauders are a band aid.
you don't see them making a 125 HP/anti armor zergling for mass lings to work.
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I know this likely isn't on the list of to-dos for anytime soon, but any chance for some quality AI in Starbow? I don't particularly like learning the game against people I don't know and only have 1 friend who plays. Even with regular sc2 I practiced a lot vs AI before ever stepping onto ladder. I'm sure there are others like me who would appreciate an AI opponent that could beat them.
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On February 16 2014 10:10 Espers wrote: I really hate the Marauder. It just feels like a band-aid to make bio better. It's a boring, hearty, attack-move kind of unit that always seems to always form this SC2-esque blobs.
I disagree, I think marauders would make BW better as well. Bio TvT and TvP is amazingly fun in BW, it just needs to be done right.
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There are two ways to make bio work imo:
1. Buff the units.
2. Add useful abilities to bio units (such as reapers, ghosts and medics)
We have already done #2. (reaper bombs, shock and matrix). It might have been enough but bio is still very weak. So now Kabel is also adding a bit of #1. SC2 has definitely just a lot of #1. I hope it is thorugh abilities that bio will be useable, but sometimes we need to buff a little as well.
I agree with a few posts over, bio should be about finesses and orchestrating a lot of units and abilities and not just make a marine/marauder blob which you can stim and a-move. Hopefully these abilities are not just fun, but needed to make bio work. I think bio is inferior to mech in TvP even with this buff (I hope so), but that some crazy APM intensive player can make mech look bad compared to perfect bio play. (Fantasy, where are you? )
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I think that bio already requires extreme amounts of babysitting over your troops out on the field. I'd prefer if you made changes that buff bio that don't require even more babysitting. I feel like that would be more enjoyable for players of all skill levels.
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What's the state of bio right now? Is pure bio (with SV) playable in TvZ? Obviously pure bio isn't playable in TvP, what about biomech? What about TvT, biomech? Pure bio? Can anyone who's seen a bunch of recent games shed some light on this?
Starbow people are obviously struggling to find the perfect balance for units like the Marine, Marauder... and Reaper, which definitely should be part of the conversation. I keep hoping that Blizz will wake up and realize that there's no need to balance the Reaper both for the early game and the late game at the same time... there's such a thing as tier2/3 upgrades. Charge and Adrenal Glands are two examples of essential upgrades that make units relevant without breaking the early game.
I have an unsubstantiated feeling that what would help here is the same thing bio desperately needs in SC2 -- something to tech to other than Medivacs/SVs. Right now that could either be more useful Ghosts or Reapers.
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Ghost The boring part about the marauder is he have so few microinteractions with other units. Dragoon is the best one for him especially now with his +2 range, but that fight never happens. Only in the opening. Its theory here, its all but figured out ofcourse. Before i move to my point - another theory is right now he feels like a semi-one-man-armee vs zerg. He beats hydras, lurkers, ultralisk, roach.
I have suggested before to remove marauder, get the ghost in in his position. Ghost cant use stim so he is good without a medic. A fast base movementspeed(almost fast as a stim marine), with 1-2relevant spells(not hardcounters) And a fun autoshot(his autoshot he have now is fun), maybe explosive type on him.
Maybe some extra health i dont know. Like 100total
Like his cloak - Change it so its not about detection for enemy. Like a burst of extra speed but it decellerates - reason for this is terran can open with ghost and put some firepower.
Good in battle, can be good in harass to etc. Even when enemy have detection , i even suggested to put a silence on his cloak (silence all nearby enemies, even allies) 5radius or something. This way he can move close to an hightemplar.
Autoshot range 6 and no snipe. Not the easiest to shoot down a templar from distance so moving in with cloak could be perhaps cool
This way , The stalker since he is unique could get a +damage to psionic. Not hardcounter - try to make ghost = stalker.
So his fast movementspeed , combined with his cloak and 1-2relevant speels and explosive damage means goons still good against him, or decent atleast but have maybe trouble keeping up with him. Getting zealots without speed doesnt block the ghost - Infact he is sitll good and can continue to macro against enemy, and fight.
Its a new opening for terran almost completely imo, and i kinda like it. (He opens fast ghost academy and techlab and go ghosts for a while. X baracks, maybe his follow up is vultures to be good against speedlots,darktemplars,even templars and good spidermines.
Personally i would like to test this anyway. Does it sound bad as hell? It sounds good? Oh well. Just throwing out ideas here
Dark templar I wanna ask a question here. My approach to go away with "enemy have detection, this unit is not good now" - Would this work with darktemplar to? Personally i would like to see a short range blink(3-5range) on darktemplar with same dps, but higher burst. Maybe even lower dps, its not very relevant.
My first intention with this is Protoss can now go darktemplars instead of dragoons in some scenarios and micro to burst the lurkers down. And from there use his zealots/storm against the lings/hydras. Hell, can probably be good against zergs spore/sunken/lurker defence.
So the second thing here is, he will also be good against terran bio. Snipe medics(one shot with +1), note a +1 upgrade on this high dmg gives +5(in broodwar atleast) Burst attacks is generally good against enemies with high hp.
Marauders, ultralisk, dragoons etc. Just saying! In a real game it doesnt work always tho. Cuz of detection, and hard to get into melee range etc.
A potential problem is, will he cause havoc to mechplay? Dunno - maybe its for the better, a more consistent darktemplar opening for protoss. Vults still badass.
On paper using this dt would be fun in pvz and against terran bio. Maybe even vs mech not sure.
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Please add StarBow to "extension mod" guys
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