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My old idea for dark templar was to give them a shield ability: increases armor by 10, but removes ability to attack, lasts for five seconds. maybe drains shields or only works when shields are up, a bit like the immortal. Researched ability from templar archives.
Point would be that you should be able to escape some static forms of detection such as scan or slow observers, while still giving your opponent counterplay because the dark templar is still vulnerable to heavy units and spells. And you can still surround them and wait for the shield to wear off. With blink I feel like you would just never catch them and it would be annoying.
Also, I am not world's biggest fan of the marauder, but perhaps bio needs a unit for tvp that is exactly like the marine, but tuned to have more resilience versus storm and reavers. Sometimes it's necessary to have purely functional units that aren't cool in themselves to fill certain gameplay roles. Imagine how zerg would look like without the corruptor in starcraft 2.
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On February 16 2014 19:24 [SC]Django wrote: Please add StarBow to "extension mod" guys I don't see what use that would have? Starbow won't play out well on non starbow maps.
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Just wanted to let you guys know that there's some conflicting info about Reapers going around -- Terran tech tree pic on page 1 doesn't show them at all, as if they don't exist; the detailed description underneath says they do exist and have an upgrade for 20 HP, movement speed, and bomb ability; and the wiki has them but the upgrade mentions nothing about the 20 HP and movement speed.
So that's why my previous post is a bit off as far as Starbow Reapers are concerned, even after the edit.
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That ability that gives armor, not bad at all. About the blink on darktemplar - If he is to hard to catch, he can have some drawbacks to it
After he blink he gets slowed for x seconds After he blink he gets negative armor on himself etc
Could also use some other drawbacks to him such as When he blinks his damage gets higher, so to use his high burst he needs to use blink offensively, but if he do he cant escape with it.
And
Instead of giving him higher burst base, a ability on him that "powerups", to give that burst instead, when used he moves at 50% movementspeed for 5seconds. This powerup after 3seconds gives him 100damage.
I could see something like this for the ultralisk but with other effects. Like a cleave on him but he loses 2armor. Just throwing out random ideas on ultra - but you get the point
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On February 16 2014 17:59 pure.Wasted wrote: 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.
I know that bio + vults are really good against protoss.
One drawback for me in tvp has been that marauder has been shitbad more or less, this was before they got their +2 range and more agility. So that has changes for the better(not tried it yet). The other thing is imo the sentinel opening for protoss - It kinda forces marines for terran which draws the terran back to much.
For example - He wants to do a poke on protoss with marauders but sentinels are out. Just move home now. Now the sentinel has been nerfed to since i played tvp.
Imo - if this is a problem i would like to see sentinel with a more active trapspell on him that can be used in combat. I mean, a more reactionary spell with cheap mana, and no stack damage like the storm, like if the units that gets slowed -They take alot less damage. Like only 35% of the next trap. This way, remove his autoshot and now it will open up room for the bio vs toss.
At the same time - A sentinel like that would be very fun as protoss to. Imagine if those traps can be dodged for example, so toss needs to micro his traps realtively good, and then position his zealots etc. Like, if the sentinel lays the trap down - He must choose which direction the trap must go(micro for toss), and the neemy can dodge it to - Would be sick imo
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hate to be annoying, but I have to ask; should I plan to be playing the starbow ladder tomorrow or will it for sure not be ready by tomorrow?
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The plan is to have it ready by tomorrow but it is still a bit unsure if we can make it. We are getting really close though. I'll know more in some hours.
It will probably come out on Monday, but maybe not at a favorable time for you 
I am starting to feel like blizzard... (Diablo 3 anyone?)
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On February 17 2014 04:34 Xiphias wrote:The plan is to have it ready by tomorrow but it is still a bit unsure if we can make it. We are getting really close though. I'll know more in some hours. It will probably come out on Monday, but maybe not at a favorable time for you  I am starting to feel like blizzard... (Diablo 3 anyone?) You just directly answered my question, you're nothing like Blizzard haha
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lol, well I am pushing back dead-lines though. Well it is a bit harder to get a good ETA when all people working are volunteers.
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Oh for sure. No pressure, everyone appreciates what you guys are doing.
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How about for Dark Templars to have "uncloack" ability so that you gain more HP while under the condition of being uncloaked? It could be quite micro intensive for it to just survive but also offers the opponent a chance to kill it w/o detection.
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Hey Xiphias, the person designing the Starbow ladder might have a look at this video, which explains the Starcraft 2 match making system.
+ Show Spoiler +
I think typically it's a good idea to have continuity between Starbow and either Starcraft 2 or Brood War, so maybe you can get some ideas from that lecture. Although personally I wouldn't mind straight up Elo with letter rankings to replace Elo rating, like on ICCUP.
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On February 17 2014 05:03 Xiphos wrote: How about for Dark Templars to have "uncloack" ability so that you gain more HP while under the condition of being uncloaked? It could be quite micro intensive for it to just survive but also offers the opponent a chance to kill it w/o detection. There would be a danger that dark templar would become army units that are typically kept uncloaked though, only using cloak when it's necessary. That would reduce the flavor of the unit.
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On February 17 2014 05:13 Grumbels wrote:Hey Xiphias, the person designing the Starbow ladder might have a look at this video, which explains the Starcraft 2 match making system. + Show Spoiler +I think typically it's a good idea to have continuity between Starbow and either Starcraft 2 or Brood War, so maybe you can get some ideas from that lecture. Although personally I wouldn't mind straight up Elo with letter rankings to replace Elo rating, like on ICCUP.
It's a bit late for that now, but we will be making a lot of updates after the initial system is up so we might switch.
Right now we are going for very similar to iccup but the ranks have the SC2 names. (D=Bronze etc..)
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On February 16 2014 19:24 [SC]Django wrote: Please add StarBow to "extension mod" guys
Non starbow maps ruin the economy and balance, so they wont do this.
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On February 17 2014 06:59 Jermman wrote:Show nested quote +On February 16 2014 19:24 [SC]Django wrote: Please add StarBow to "extension mod" guys Non starbow maps ruin the economy and balance, so they wont do this. It might make easier to play SB on your maps though. If it was possible in the first place. But since patches are so common, it might be waste of time now.
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Is there a chance to keep the current Shock abillity and let people play with it more? I just started to loving it once more and I think its actually a good abillity (or are your thoughts its too good?) :o
I think Bio would be a viable choice in TvT if the Ghost had an additional abillity to deal with mines (reveal thing or something). At least thats what I found most annoying/troubling when I tried Bio vs mech back in the day... no good mine removal.
Actually talking a bit out of my ass, havent enough experience on the ghost but who does? I like that shock abillity and im sad to see it go
:<
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On February 17 2014 05:15 Grumbels wrote:Show nested quote +On February 17 2014 05:03 Xiphos wrote: How about for Dark Templars to have "uncloack" ability so that you gain more HP while under the condition of being uncloaked? It could be quite micro intensive for it to just survive but also offers the opponent a chance to kill it w/o detection. There would be a danger that dark templar would become army units that are typically kept uncloaked though, only using cloak when it's necessary. That would reduce the flavor of the unit. Or allow uncloaking to allow for hp regeneration (out of combat) and slightly higher movement speed?
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I'm gonna throw out a couple crazy ideas for Starbow. Corsairs needed an ability so here is an idea: Corsairs get a channeling ability that drains energy from their target This ability can also target allied units and will then instead give the targeted unit energy but immobilises it for the duration. (yeyeye sounds broken as hell and probably is, maybe it could work with the correct numbers + ability is channeling so they could be focused down, in battle anyway)
Dark Archon, merged out of 3 dark templars: Has a channeling spell that that deals area damage around him and drains energy and shields per second. Has another ability that sacrifices 100 energy for 100 shield points (not exceeding its maximum shields)
These two could obviously work very well together.
I'm hoping this will at the very least be thought provoking.
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I guess I'll mention a few more things I was thinking when suggesting that energy drain on corsairs 1. To remove protoss energy regeneration upgrades, resulting in each race having a unique way of generating energy (zerg through consume protoss through energy drain and terran through 25% increased energy regen upgrades) 2. Make this ability researched at the fleet beacon so it doesnt come too early and provide infinite storms or what have you 3. Have the energy transfer slow enough to not allow it to be broken, and it might even need a cooldown.
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