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Starbow - Page 22

Forum Index > SC2 General
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Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-01-13 17:19:08
January 13 2014 17:18 GMT
#421
but theyre both just normal ground units that have ground/air attack. you cant deal with zergs ground efficiently because roachs + tunneling are too strong


I also think Tunneling is very strong indeed based on the games I played/seen with it. But I think Kabel needs more verificiation before he nerfs. Would you mind uploading a replay that demonstrates the imbalance?
Diddywhop
Profile Joined March 2013
United States42 Posts
January 13 2014 17:19 GMT
#422
On January 14 2014 02:17 TT1 wrote:
Show nested quote +
On January 14 2014 02:10 Hider wrote:
On January 14 2014 02:02 TT1 wrote:
hmm the game isnt balanced and theres way too many units


Care to say which balanceproblems you see?
Regarding unit count (compared to BW):

- Terran has two extra units (Reaper and Maurauder)
- Protoss has two extra units (Stalker and Sentinel
- Zerg has two extra units (Roach and and Baneling).

I think that seems pretty fair (?)

and i dont understand why they have both stalkers and goons, they accomplish the same thing.


Have you checked the values of those two units? Goon has extra damage vs armored, bad vs light. Stalker has extra damage vs light and bad vs armored/medium. I would say that they are quite different.

you have roachs with tunnelling claws but you removed sentrys from the game, dunno how protoss is supposed to deal with hydras/lurks/roachs/mutas with storm alone


Protoss is stronger early game relative to BW (I discussed this I think two pages back). That should help to put them in a better position going into the midgame, so they can get away w/ a slightly lower level of cost efficiency in midgame.


but theyre both just normal ground units that have a ground/air attack. you cant deal with zergs ground efficiently because roachs + tunneling are too strong


Do you feel like there is potential granted the stage of development? Do you feel like this will be a viable option for people to invest their time in if they aren't optimistic about SC2's progress?

I can understand why most pros like yourself aren't diving in an undeveloped game just yet.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 13 2014 17:25 GMT
#423
--- Nuked ---
Assirra
Profile Joined August 2010
Belgium4169 Posts
January 13 2014 17:42 GMT
#424
On January 14 2014 02:25 Laertes wrote:
I have an interesting point to add to the smart cast argument. That is viewership. Even if you don't like smart cast, the alternative is far worse for viewership. Abilities have to do big things or they are not as exciting. Abilities have to be OP. Abilities could potentially be OP without smart cast but smart cast was a system that was proven to work.

Even if you can't play like a pro, you are trading ease of play for exciting viewership. We are hoping not to have to take away smart casting, but if it is taken away, it will make viewership more exciting as a whole. In fact, a big part of SC2 is viewership and how exciting it is to watch it being play. This is imo the biggest potential of pro-starbow, how exciting it will be to watch.

TL;DR Hopefully we won't have to take smart casting away, we never wanted smart casting because we knew it would be barrier to entry. Because this decision was fueled by respect to the community, it is ultimately up to the community to decide what to do about this. So its on you, I'll PM Kabel and hopefully we can get your voices heard.

Well it works both ways, removing smart cast will make spells more "epic". Currently when you see an army gets stormed its just standard. Now imagine without smart casting and you knew the skills it would require to do right. It would suddenly look a lot more spectacular.
Imo they should at least try for a bit to take smart casting away to test it out.
TT1
Profile Blog Joined December 2008
Canada10028 Posts
Last Edited: 2014-01-13 18:11:18
January 13 2014 17:43 GMT
#425
On January 14 2014 02:19 Diddywhop wrote:
Show nested quote +
On January 14 2014 02:17 TT1 wrote:
On January 14 2014 02:10 Hider wrote:
On January 14 2014 02:02 TT1 wrote:
hmm the game isnt balanced and theres way too many units


Care to say which balanceproblems you see?
Regarding unit count (compared to BW):

- Terran has two extra units (Reaper and Maurauder)
- Protoss has two extra units (Stalker and Sentinel
- Zerg has two extra units (Roach and and Baneling).

I think that seems pretty fair (?)

and i dont understand why they have both stalkers and goons, they accomplish the same thing.


Have you checked the values of those two units? Goon has extra damage vs armored, bad vs light. Stalker has extra damage vs light and bad vs armored/medium. I would say that they are quite different.

you have roachs with tunnelling claws but you removed sentrys from the game, dunno how protoss is supposed to deal with hydras/lurks/roachs/mutas with storm alone


Protoss is stronger early game relative to BW (I discussed this I think two pages back). That should help to put them in a better position going into the midgame, so they can get away w/ a slightly lower level of cost efficiency in midgame.


but theyre both just normal ground units that have a ground/air attack. you cant deal with zergs ground efficiently because roachs + tunneling are too strong


Do you feel like there is potential granted the stage of development? Do you feel like this will be a viable option for people to invest their time in if they aren't optimistic about SC2's progress?

I can understand why most pros like yourself aren't diving in an undeveloped game just yet.


sure theres potential, any game that has bw units + sc2 mechanics/graphics is bound to have potential. i would personally just add 1 unit per race(a flexbile unit that doesnt affect the early game) and remove alot of the new abilities and such. theres too much going on in the game, it just makes balancing it a huge headache

bw was an amazing game because alot of the units were multi purposed, you didnt need to hardcounter units like you do in sc2. i think if your adding units specifically to hardcounter certain units youre going at it the wrong way, (i.e: goons have bonus dmg vs armored units so you need to make them vs roachs). that type of balancing restricts the gameplay and doesnt allow for alot of flexibility
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
ionONE
Profile Joined March 2011
Germany605 Posts
January 13 2014 17:44 GMT
#426
avilo playing hehe
JANGBI never forget
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 13 2014 17:45 GMT
#427

bw was an amazing game because alot of the units were multi purposed, you didnt need to hardcounter units like you do in sc2. i think if your adding units specifically to hardcounter certain units youre going at it the wrong way, (i.e: goons have bonus dmg vs armored units so you need to make them vs roachs). that type of balancing restricts the gameplay and doesnt allow for alot of flexibility


What did you build vs Lurkers in BW?
ionONE
Profile Joined March 2011
Germany605 Posts
January 13 2014 17:50 GMT
#428
major won the game ... bio into mech
JANGBI never forget
Squat
Profile Joined September 2013
Sweden7978 Posts
January 13 2014 17:52 GMT
#429
On January 14 2014 02:45 Hider wrote:
Show nested quote +

bw was an amazing game because alot of the units were multi purposed, you didnt need to hardcounter units like you do in sc2. i think if your adding units specifically to hardcounter certain units youre going at it the wrong way, (i.e: goons have bonus dmg vs armored units so you need to make them vs roachs). that type of balancing restricts the gameplay and doesnt allow for alot of flexibility


What did you build vs Lurkers in BW?

Dark Archon so you could Mind Control the terran's science vessel.

No, but seriously, storm and reavers and goons with good spread dealt with lurkers pretty well.
"Digital. They have digital. What is digital?" - Donald J Trump
TT1
Profile Blog Joined December 2008
Canada10028 Posts
Last Edited: 2014-01-13 18:07:30
January 13 2014 17:53 GMT
#430
On January 14 2014 02:45 Hider wrote:
Show nested quote +

bw was an amazing game because alot of the units were multi purposed, you didnt need to hardcounter units like you do in sc2. i think if your adding units specifically to hardcounter certain units youre going at it the wrong way, (i.e: goons have bonus dmg vs armored units so you need to make them vs roachs). that type of balancing restricts the gameplay and doesnt allow for alot of flexibility


What did you build vs Lurkers in BW?


goons + storm, but goon/storm worked against everything. goons arent efficient by themselves vs zerg but coupled with storm they allowed you to take on lings/hydras/lurkers/mutas etc etc etc. multi purpose unit~

in bw pvt protoss could open with goons and deal with everything terran threw at them in the early game, obviously you could still die to 1base 2fact pushs if you took a greedy expo but thats b.o related. the unit itself could deal with vults/marines/tanks/drops etc etc. adding a few units here and there can potentially screw up the entire balance of the game
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 13 2014 17:53 GMT
#431
On January 14 2014 02:50 ionONE wrote:
major won the game ... bio into mech


If its a decent game (or better) it would be cool if you uploaded it.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 13 2014 17:54 GMT
#432
I hope that the progamers experimenting with Starbow take advantage of the opportunity to give feedback or at least send the replays of their games to Kabel&co.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
rift
Profile Blog Joined September 2007
1819 Posts
January 13 2014 17:55 GMT
#433
On January 14 2014 02:25 Laertes wrote:
I have an interesting point to add to the smart cast argument. That is viewership. Even if you don't like smart cast, the alternative is far worse for viewership. Abilities have to do big things or they are not as exciting. Abilities have to be OP. Abilities could potentially be OP without smart cast but smart cast was a system that was proven to work.

Even if you can't play like a pro, you are trading ease of play for exciting viewership. We are hoping not to have to take away smart casting, but if it is taken away, it will make viewership more exciting as a whole. In fact, a big part of SC2 is viewership and how exciting it is to watch it being play. This is imo the biggest potential of pro-starbow, how exciting it will be to watch.

TL;DR Hopefully we won't have to take smart casting away, we never wanted smart casting because we knew it would be barrier to entry. Because this decision was fueled by respect to the community, it is ultimately up to the community to decide what to do about this. So its on you, I'll PM Kabel and hopefully we can get your voices heard.

From years of watching BW I know that progamers are more than capable of using standard cast to blanket the screen in psi storms or use other abilities.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-01-13 17:59:26
January 13 2014 17:56 GMT
#434
On January 14 2014 02:53 TT1 wrote:
Show nested quote +
On January 14 2014 02:45 Hider wrote:

bw was an amazing game because alot of the units were multi purposed, you didnt need to hardcounter units like you do in sc2. i think if your adding units specifically to hardcounter certain units youre going at it the wrong way, (i.e: goons have bonus dmg vs armored units so you need to make them vs roachs). that type of balancing restricts the gameplay and doesnt allow for alot of flexibility


What did you build vs Lurkers in BW?


goons + storm, but goon/storm worked against everything. goons arent efficient by themselves vs zerg but coupled with storm they allowed you to take on lings/hydras/lurkers/mutas etc etc etc. its a multi purpose unit~


But I don't think anything really is changed here in that regard. You still get Goons in the midgame (regardless of whether he goes Roaches or not) Further, I also don't think Roaches exactly hardcounter Zealots/Archons/Storm. Maybe they perform a bit too well under tunneling as it has 50% damage reduction during those 7 seconds. I suggested a nerf earlier today, and would there like if you had some replays of the imbalance?

Btw, your probably aware of this, but just to make sure: Roaches cost 100/50 here, so they are more expensive than in Sc2.

Bagi
Profile Joined August 2010
Germany6799 Posts
January 13 2014 18:02 GMT
#435
I just have one question: why include a completely new unit in what seems like a crossover BW x SC2 mod? The unit just seems really weird and gimmicky to me.

Is it absolutely necessary to counter something else in the game?
mTwRINE
Profile Joined February 2006
Germany318 Posts
January 13 2014 18:03 GMT
#436
Have to agree, PvZ was very/pure Gatewayheavy in SC1, but Gatewayunits stand no chance vs Roach/Hydra/Lurk right now. Units clump too much and everythnig dies within 3s if you A-Move, cant really micro anything.
Since Storms deal alot less damage, even if you carpet the whole Zerg army, your Units are dead before you can cast a second round.
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4520 Posts
January 13 2014 18:05 GMT
#437
On January 14 2014 02:53 TT1 wrote:
goons + storm, but goon/storm worked against everything. goons arent efficient by themselves vs zerg but coupled with storm they allowed you to take on lings/hydras/lurkers/mutas etc etc etc. multi purpose unit~



I dunno mate. It was all about the speedlot + Corsair combo.
Team Liquid
TT1
Profile Blog Joined December 2008
Canada10028 Posts
January 13 2014 18:05 GMT
#438
also in BW alot of the efficieny of protoss units was related to the shitty ai, storm was stronger vs z because it was hard for them to move their units around and dodge it
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4520 Posts
January 13 2014 18:06 GMT
#439
a click hatcheries and pray
Team Liquid
Diddywhop
Profile Joined March 2013
United States42 Posts
Last Edited: 2014-01-13 18:12:14
January 13 2014 18:06 GMT
#440
On January 14 2014 02:54 Grumbels wrote:
I hope that the progamers experimenting with Starbow take advantage of the opportunity to give feedback or at least send the replays of their games to Kabel&co.


I second that. I would really like to see some good progress made on the mod since it seems pretty promising. I think the best thing that can happen for the developers is to get feedback from current pros.

I mean with the right dedication and following it could take off. Its unfair to compare with DOTA since they pioneered a new genre of eSports. Even counter-strike started off as a mod. They don't have to be reinventing the wheel here, they could do something original while touching on a basis that make two games great.
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