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On February 25 2014 00:02 LaLuSh wrote: You're exaggerating about the macro aspect.
Just add a bunch of hatcheries and it's more or less the same as SC2 difficulty.
On 4-5 bases you should like literally have 3 hatches in the main and 2 hatches on each of the other bases.
If you're below 10 hatcheries on 5 bases, you're doing it wrong. 12-13 hatches for 5 base econ is a good number. It's not so much about difficulty as it is about getting used to adding more production buildings at the right time.
It's harder to re-max with a bank, sure, I give you that. But that doesn't mean there's more mechanical strain than in SC2. Like what can you do in Starbow to remedy floating 5000 minerals that's so mechanically straining? Even perfect injects will have a hard time helping you get rid of that bank immediately. You just add more hatcheries. There ain't more to it.
You float minerals because the design is different. Not because it's significantly more demanding mechanically. That depends on the strategy of course, but you're right to a point. The faster injects and 3 larvae max on a hatch do make it harder to macro but the biggest thing for me is macroing with the more frequent battles with more micro.
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Hey I only have Wings of Liberty, how would it fare if I launch up StarBow on the Arcade? Am I limited to Terran only?
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Russian Federation605 Posts
On February 25 2014 00:30 Jermman wrote: Ok i peaked at rank 14 cheesing every game, i should probably actually learn to play this game now. What is a good build for each matchup? Im terran. In this thread there are bunch of different openings.
On February 25 2014 01:05 Surprise.820 wrote: Hey I only have Wings of Liberty, how would it fare if I launch up StarBow on the Arcade? Am I limited to Terran only? I believe you should be fine, and all races should be unlocked after patch 2.1.
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On February 25 2014 01:05 Surprise.820 wrote: Hey I only have Wings of Liberty, how would it fare if I launch up StarBow on the Arcade? Am I limited to Terran only?
Yes with Wings of Liberty, on arcade you can pick whatever races you want.
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Isn't arcade completely free to anyone?
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Can somebody tell me why siege tank have so slow cooldown than Broodwar ? (3.125 in Broodwar , 4.5 in starbow)
Siege tank are a bit weak actually ...
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Zerg should never go over 1k minerals in starbow and should generally never max. The only time you'd max is maybe vs mech.
So there's really no need to be able to spend your bank like there is in SC2.
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On February 25 2014 01:35 Aldaris_ wrote: Can somebody tell me why siege tank have so slow cooldown than Broodwar ? (3.125 in Broodwar , 4.5 in starbow)
Siege tank are a bit weak actually ... The CD of 75 frames in siege mode translates to 4.38 of SC2 time.
Each frame in BW is 15 seconds long, so 75 frames/15=5 CD. But BW at faster runs faster than SC2 at fastest, so to account for that we multiply 5 by .875 getting us 4.375. All units in SBOW also have a slight attack speed nerf as well, I have dubbed it Kabel time. So 4.375* our modifier of 1.07=4.68.
So they actually shoot a tiny bit faster with respect to other units compared to BW.
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After playing starbow for a month now, I can see there are a spots that need attention.
Zerg,
Scourge, Scourge are far too smart for the games good. They take out corsairs/vessels much easer that what I remember form Brood War. They don't have the short pause before detonating.
Lurkers, The smarter pathing for marines hampers them. In Brood war marines had a nasty habit of forming up in a long line for lurker shots even when moving just a few in game units. In BW it took a good bit of micro to line marines up perpendicular to the lurker splash. In Starbow, Units line up perpendicular to lurkers on their own greatly effecting their splash.
Dark Swarm, I still feel the smart casting is a bit strong. Yet the limits put on defilers help a good bit. but more importantly, Tank's splash just needs to work under it.
Terran.
Orbital, Call down SCV is really messing up TvT. It feels so bad to go mech and play vs Bio, Only to have the bio player drop scv's on your tanks just before stiming in.
Ghost, Both ghost ability are effective but come out too soon. both need a lengthy recherches time. Ghost cloak is out very quick as well. Some options are moving requirements for upgrades to other buildings (and making the abilities upgrades to start with) Science vessels. Again smart casting issues. Yet unlike the defiler, there are not many effective limits.
Protoss,
High Templar, Yet again smart casting issue. but to a much lesser extent than the other casters.
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I agree 100% with the Smart casting and it's been mentioned numerous times in the Starbow threads. Everytime I see Storm or Irradiate getting spammed with little to no effort at all, I cry a little inside, as I recall the skill required for people to do that in Brood War. Seeing it in first-person view in Bisu's matches was always so fuckin cool.
The offensive SCV drops is something that I too find quite silly and very abused in TvT for the friendly fire of Tanks, I don't like it really, it feels so gimmicky.
As for Scourge and Lurkers, yes they are very different in Starbow. Scourges can very easily be moving shot by Mutas, while in BW you had to split them up so that some Mutas were chased by the Scourge and the other ones shot down the Scourges. IIRC the devs have mentioned that they are thinking about the Lurker situation..so I don't know, but rushing up ramps with Marines in BW/Starbow is very different for sure.
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Please guys...Im a bw hardcore fan but if starbowlimits anything like smartcasting the game would be too hard to attract people.
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On February 25 2014 06:17 StarscreamG1 wrote: Please guys...Im a bw hardcore fan but if starbowlimits anything like smartcasting the game would be too hard to attract people.
+1
Hobbling players with a UI that dates back to 1997 will not make a better game. Starbow has other APM sinks that are less punishing (the goofy macro mechanics).
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If you guys limit smart casting, consider starbow dead. There is absolutely no reason to do this.
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Although unlike the Guy above me i love the macro mechanics.
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I'd like to see smart casting removed, actually. Anything that gives the game more depth and promotes good micro is a positive imo.
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If by "depth" you mean seriously crippling game balance, then sure. If you remove smartcasting but dont buff the spells then only like the top ten players are going to be able to play this game.
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On February 25 2014 06:17 StarscreamG1 wrote: Please guys...Im a bw hardcore fan but if starbowlimits anything like smartcasting the game would be too hard to attract people. I disagree. People that would be put off by difficult mechanics aren't looking for an obscure Starcraft 2 mod in the first place. The game is already a very hardcore game and people that don't like these kinds of games won't suddenly flood the Starbow ladder because it's easier to cast some spells.
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Smartcasting is necessary if SB is to be big (or I think so now). But I'm sure there are other ways how to make casting spells to take skill. I like reaper bombs for example.
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On February 25 2014 06:29 Jermman wrote: If by "depth" you mean seriously crippling game balance, then sure. If you remove smartcasting but dont buff the spells then only like the top ten players are going to be able to play this game. such a hyperbole, the removal of smartcast wouldn't be THAT big of a deal. I mean you click your caster, cast the spell and repeat, everyone who micros AT ALL can do stuff like that. But yeah spells could be a bit stronger then i think.
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Sure let me click each of my thirty vultures to drop a mine while in the middle of a battle while macroing. Thats going to be possible for the majority of players mhm.
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