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Starbow - Page 225

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nkr
Profile Blog Joined November 2010
Sweden5451 Posts
February 26 2014 11:19 GMT
#4481
mhm, that could be quite an important thing to work on

a lot of new people would probably feel bad about jumping straight into a ladder and play vs other people without knowing the game

played my first matches of starbow yesterday and liked it so far, good job
ESPORTS ILLUMINATI
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 26 2014 12:50 GMT
#4482
--- Nuked ---
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 26 2014 13:10 GMT
#4483
On February 26 2014 21:50 Laertes wrote:
The road to fixing the ghost

I think we have to realize the potential of the ghost in its true form if we actually want it to be useful. The ghost has the potential to make bio useful vs Protoss and Zerg throughout the game. Why? Because the ghost is actually the bio spell caster, but historically it hasn't been treated as one. The ghost needs some of the tendencies of normal casters. A big aoe spell for Protoss and Zerg. Something psionically themed. I recommend something like mass mind control(the aoe is small so you have to use it on smaller unit likes zealots and zerglings, and some big aoe that reduced shields and slows regeneration. It might require some balancing but the ghost should be just as powerful and follow the same conventions as other casters. Id opt to remove snipe and instead add a weaker aoe spell. None of this anti micro bullshit though. I think we are going about the ghost the wrong way. He could even have a weak imitation of guardian shield since I actually like a protection buff spell. The ghost should be designed as the bio spellcaster. That is it's niche. It should follow the same conventions as other casters I starbow. Right now it's a bit of an anomaly.

That is good and cool but Terrans have Science Vessels.
Kaos_StarCraft
Profile Joined November 2011
Australia92 Posts
Last Edited: 2014-02-26 13:35:36
February 26 2014 13:32 GMT
#4484
On February 26 2014 21:50 Laertes wrote:
The road to fixing the ghost

+ Show Spoiler +
I think we have to realize the potential of the ghost in its true form if we actually want it to be useful. The ghost has the potential to make bio useful vs Protoss and Zerg throughout the game. Why? Because the ghost is actually the bio spell caster, but historically it hasn't been treated as one. The ghost needs some of the tendencies of normal casters. A big aoe spell for Protoss and Zerg. Something psionically themed. I recommend something like mass mind control(the aoe is small so you have to use it on smaller unit likes zealots and zerglings, and some big aoe that reduced shields and slows regeneration. It might require some balancing but the ghost should be just as powerful and follow the same conventions as other casters. Id opt to remove snipe and instead add a weaker aoe spell. None of this anti micro bullshit though. I think we are going about the ghost the wrong way. He could even have a weak imitation of guardian shield since I actually like a protection buff spell. The ghost should be designed as the bio spellcaster. That is it's niche. It should follow the same conventions as other casters I starbow. Right now it's a bit of an anomaly.


"He could even have a weak imitation of guardian shield since I actually like a protection buff spell."
+1
That is an excellent idea I like it very much.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 26 2014 14:43 GMT
#4485
On February 26 2014 22:10 -Archangel- wrote:
Show nested quote +
On February 26 2014 21:50 Laertes wrote:
The road to fixing the ghost

I think we have to realize the potential of the ghost in its true form if we actually want it to be useful. The ghost has the potential to make bio useful vs Protoss and Zerg throughout the game. Why? Because the ghost is actually the bio spell caster, but historically it hasn't been treated as one. The ghost needs some of the tendencies of normal casters. A big aoe spell for Protoss and Zerg. Something psionically themed. I recommend something like mass mind control(the aoe is small so you have to use it on smaller unit likes zealots and zerglings, and some big aoe that reduced shields and slows regeneration. It might require some balancing but the ghost should be just as powerful and follow the same conventions as other casters. Id opt to remove snipe and instead add a weaker aoe spell. None of this anti micro bullshit though. I think we are going about the ghost the wrong way. He could even have a weak imitation of guardian shield since I actually like a protection buff spell. The ghost should be designed as the bio spellcaster. That is it's niche. It should follow the same conventions as other casters I starbow. Right now it's a bit of an anomaly.

That is good and cool but Terrans have Science Vessels.

so?

They had SV in broodwar to but bio had ghost as an spellcaster there anyway(the ghost).
On paper, he is support for bio vs reavers(iam assuming lockdown work vs reaver in bw), while SV is against biological units(and spellcasters)

Nothing wrong with 2spellcasters at all.

but historically it hasn't been treated as one

Is sort of has on paper actually

StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
February 26 2014 15:01 GMT
#4486
I dont know if I already asked, but why adding new spells and cutting lockdown. What was the problem with lockdown?
RDaneelOlivaw
Profile Joined April 2011
Vatican City State733 Posts
February 26 2014 15:02 GMT
#4487
On February 26 2014 21:50 Laertes wrote:
The road to fixing the ghost

I think we have to realize the potential of the ghost in its true form if we actually want it to be useful. The ghost has the potential to make bio useful vs Protoss and Zerg throughout the game. Why? Because the ghost is actually the bio spell caster, but historically it hasn't been treated as one. The ghost needs some of the tendencies of normal casters. A big aoe spell for Protoss and Zerg. Something psionically themed. I recommend something like mass mind control(the aoe is small so you have to use it on smaller unit likes zealots and zerglings, and some big aoe that reduced shields and slows regeneration. It might require some balancing but the ghost should be just as powerful and follow the same conventions as other casters. Id opt to remove snipe and instead add a weaker aoe spell. None of this anti micro bullshit though. I think we are going about the ghost the wrong way. He could even have a weak imitation of guardian shield since I actually like a protection buff spell. The ghost should be designed as the bio spellcaster. That is it's niche. It should follow the same conventions as other casters I starbow. Right now it's a bit of an anomaly.

Personally I'd prefer to see more single target spells for the ghost(ex lockdown). There is plenty of AOE in the game aleady. Just from a viewing perspective the single target money spells that take key units out of a battle are something starbow is kind of lacking. I'd like to see something like the SC2 ht vs ghost battle where they are dancing around each other trying to take power units out
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
February 26 2014 15:03 GMT
#4488
On February 27 2014 00:02 RDaneelOlivaw wrote:
Show nested quote +
On February 26 2014 21:50 Laertes wrote:
The road to fixing the ghost

I think we have to realize the potential of the ghost in its true form if we actually want it to be useful. The ghost has the potential to make bio useful vs Protoss and Zerg throughout the game. Why? Because the ghost is actually the bio spell caster, but historically it hasn't been treated as one. The ghost needs some of the tendencies of normal casters. A big aoe spell for Protoss and Zerg. Something psionically themed. I recommend something like mass mind control(the aoe is small so you have to use it on smaller unit likes zealots and zerglings, and some big aoe that reduced shields and slows regeneration. It might require some balancing but the ghost should be just as powerful and follow the same conventions as other casters. Id opt to remove snipe and instead add a weaker aoe spell. None of this anti micro bullshit though. I think we are going about the ghost the wrong way. He could even have a weak imitation of guardian shield since I actually like a protection buff spell. The ghost should be designed as the bio spellcaster. That is it's niche. It should follow the same conventions as other casters I starbow. Right now it's a bit of an anomaly.

Personally I'd prefer to see more single target spells for the ghost(ex lockdown). There is plenty of AOE in the game aleady. Just from a viewing perspective the single target money spells that take key units out of a battle are something starbow is kind of lacking. I'd like to see something like the SC2 ht vs ghost battle where they are dancing around each other trying to take power units out
Totally agree.
Ramiz1989
Profile Joined July 2012
12124 Posts
February 26 2014 15:04 GMT
#4489
On February 27 2014 00:01 StarscreamG1 wrote:
I dont know if I already asked, but why adding new spells and cutting lockdown. What was the problem with lockdown?

Limiting Micro potential, that was the problem. Especially now that we have smart-casting, 10 Ghosts could lock down whole Protoss/Terran army with ease.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2014-02-26 15:08:09
February 26 2014 15:06 GMT
#4490
On February 27 2014 00:04 Ramiz1989 wrote:
Show nested quote +
On February 27 2014 00:01 StarscreamG1 wrote:
I dont know if I already asked, but why adding new spells and cutting lockdown. What was the problem with lockdown?

Limiting Micro potential, that was the problem. Especially now that we have smart-casting, 10 Ghosts could lock down whole Protoss/Terran army with ease.

The stasis field also limits micro potencial. I hope starbow crew consider bringing back lockdown, even if it is more expensive or hard to get.
PS - It would fit well to all the AOE spells :\
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 26 2014 15:11 GMT
#4491
On February 27 2014 00:04 Ramiz1989 wrote:
Show nested quote +
On February 27 2014 00:01 StarscreamG1 wrote:
I dont know if I already asked, but why adding new spells and cutting lockdown. What was the problem with lockdown?

Limiting Micro potential, that was the problem. Especially now that we have smart-casting, 10 Ghosts could lock down whole Protoss/Terran army with ease.

Do not agree with this, i think the problem lies more that ghost unlocks so fast in starbow, and that the spell were so cheap to cast
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 26 2014 15:14 GMT
#4492
On February 27 2014 00:11 Foxxan wrote:
Show nested quote +
On February 27 2014 00:04 Ramiz1989 wrote:
On February 27 2014 00:01 StarscreamG1 wrote:
I dont know if I already asked, but why adding new spells and cutting lockdown. What was the problem with lockdown?

Limiting Micro potential, that was the problem. Especially now that we have smart-casting, 10 Ghosts could lock down whole Protoss/Terran army with ease.

Do not agree with this, i think the problem lies more that ghost unlocks so fast in starbow, and that the spell were so cheap to cast


I agree with this. The problem with ghosts currently in PvT is that they are tier 1.5 and hard counter reavers, especially if T is going bio, where reavers are very important for Protoss.

Move it to fusion core tech like they were in BW and I think you could buff them as much as necessary. So early in the game it's a tightrope to balance.
My. Copy. Is. Here.
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
February 26 2014 15:18 GMT
#4493
On February 26 2014 14:35 Xiphias wrote:
Show nested quote +
On February 26 2014 14:23 ObliviousNA wrote:
Can you guys do validation when you get a loss report? I'm getting double losses sometimes when I forfeit.


[image loading]


@ Scourge overkill: Yes they do. Split them up :D

@ Ladder. IF you play a game, do not press "forfeit" after you leave the game. The button gives loss AND the replay gives loss. The button is only there if you want to forfeit BEFORE you play a game.

Ah I was wondering why they seemed so shitty lol, will split.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
February 26 2014 15:24 GMT
#4494
What's wrong with snipe for ghosts?
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.
Big J
Profile Joined March 2011
Austria16289 Posts
February 26 2014 15:26 GMT
#4495
so many zergs laddering, TT
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
February 26 2014 15:26 GMT
#4496
Ghosts are supposted to be "special ops". Meaning that they thematically are supposed to work solo, or with a small squad.

Giving the Ghost abilities that work well when carefully planned and executed alone, would support this, but they should not sacrifice playability for theme.

Snipe could be made to work if it got a channel time, and a way to avoid the damage (breaking LoS?)
Shock was a great idea, but too spammable.

Here is a simple spell that might work with number tweaks:
Takedown
50 energy, XX damage (+XX to biological), 8 range (10 leash range)
An opposing unit is targetted by the Ghost for takedown. After a 2 second channel the Ghost fires a high powered round that stuns mechanical targets for 3 seconds and deals bonus damage to biological. If the target moves out of leash range, the channel is broken.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 26 2014 15:28 GMT
#4497
--- Nuked ---
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-26 15:38:43
February 26 2014 15:29 GMT
#4498
On February 27 2014 00:26 Big J wrote:
so many zergs laddering, TT

Yes, i agree. Like 90% zergs it feels like.

@Units
I wish the direction were towards More micro overall. Like on zealot, tweak the charge from sc2->
Manual cast only, works on ground. Just an example, but this direction i like more.

I have no problem with ghost arriving early, my problem lies more that he doesnt encourage micro that much.
Singletarget spells are more interesting cuz with aoe its more or less hit where the enemy have the most units.
With a singletarget its more brain for the ghost and hopefully for the enemy key unit to, more dancing.

One thing i think is really cool with the ghost is terran can open up with him and make it a new playstyle.
Imagine if stalker was good vs ghost, its an old suggestion but think about it-> new playstyle vs newplaystyle, mobility vs mobility.

@Medic
I know a spell that can work very well with him.
Singletarget, cast on friendly units only
Blocks the next singletarget spell against him, spell last 5seconds so its a reactionary spell

Need to make the scarab a spell this way(dunno why it aint tbh)
And move matrix to SV imo, this way the SVtech vs zerg works vs banes, lurkers->everything.
Terran is "designed this way"

Dmatrix lasts 55seconds and gives 250shield to any unit for 100mana.
The duration is important to keep, so terran can use it on dropship vs scourge in tvz


Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-02-26 15:50:49
February 26 2014 15:39 GMT
#4499
On February 27 2014 00:29 Foxxan wrote:
Show nested quote +
On February 27 2014 00:26 Big J wrote:
so many zergs laddering, TT

Yes, i agree. Like 90% zergs it feels like.


suggestion for the Eros Client:
(optional) avoid opponents you have recently played. For like an hour or so let's say. Right now I've gone over to forfeiting ZvZs, but that doesn't help, since I get matched up against the same player again right afterwards...
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
February 26 2014 15:39 GMT
#4500
--- Nuked ---
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