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I wonder if people prefer the viper or the infestor model. Personally I think the viper is ugly and the infestor has a lot of personality. They're based on the brain bugs from the Starship Troopers movie if I recall correctly.
About zerg, there are several main concepts behind them: - a galactic pest - scientific experiment gone wrong - infestation and corruption - adaptation - zerg as living organism
I don't know if we need yet another reference to insect thematics with the viper. We already have the queen, the roach, larva. The defiler already fits the insect (well, arachnid) caster role. I don't even like building vipers myself, I feel like it's yet another unit to take care of. I'm not a fan. :o
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United Kingdom1381 Posts
How to play Ladder video is now up. Hopefully this should make it easier for new players to get started.
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I think when Kabel has some time, he will probably clear up what we have in mind for Abduct. It is definitely an ability that we have been discussing redesigns/tweaks of for quite a while.
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awww man. plz don't mess with abduct
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On March 04 2014 06:37 Hider wrote: I think when Kabel has some time, he will probably clear up what we have in mind for Abduct. It is definitely an ability that we have been discussing redesigns/tweaks of for quite a while. Just make sure to (imo) not completely neuter units like the baneling and the viper, because eventually we will be left with only bw units that are functional. :o
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Is there a plan to make Nydus interesting? Blizzard promised to do something about Nydus in HotS and didn't do shit about it...
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On March 04 2014 07:44 -Archangel- wrote: Is there a plan to make Nydus interesting? Blizzard promised to do something about Nydus in HotS and didn't do shit about it... Why isn't it interesting? On paper it functions like a nydus canal. I don't recall people complaining about how boring that was in brood war.
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On March 04 2014 07:52 royalroadweed wrote:Show nested quote +On March 04 2014 07:44 -Archangel- wrote: Is there a plan to make Nydus interesting? Blizzard promised to do something about Nydus in HotS and didn't do shit about it... Why isn't it interesting? On paper it functions like a nydus canal. I don't recall people complaining about how boring that was in brood war.
It costs like 250/300 in Starbow so it's not viable to crossmap expand like in BW. It's more like an all-in component in Starbow, which I'd trade for the BW NydusCanal in a heartbeat.
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On March 04 2014 07:44 -Archangel- wrote: Is there a plan to make Nydus interesting? Blizzard promised to do something about Nydus in HotS and didn't do shit about it...
I used nydus in all match-ups in WoL/HotS effectively and was capable of using it as a aggressive based playstyle in ZvP early game.
Overall, I'd prefer nydus canal from Bw or see Nydus worm be reduced in cost in starbow.
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Bw nydus canals only connected 2 locations, starbow nydus connects as much as you want to 1 network, this is a huge buff compared to bw.
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Idea for Banelings:
Bring Swarmhost back as a Bio-Artillery unit. This unit has no attack, but can load up to 8 Banelings. The Swarmhost has an ability that launches a Baneling to target location within [some number] range, where it detonates upon hitting. Killing the Swarmhost detonates all Banelings inside of it.
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On March 04 2014 08:44 chrisrawr wrote: Idea for Banelings:
Bring Swarmhost back as a Bio-Artillery unit. This unit has no attack, but can load up to 8 Banelings. The Swarmhost has an ability that launches a Baneling to target location within [some number] range, where it detonates upon hitting. Killing the Swarmhost detonates all Banelings inside of it. haha nice ! that'd be sick
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Is there a reason why enemy can see exact duration of queen Enrage?
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Still advocate finding a way to remove banelings from the game. They make TvZ a very defensive match up from both sides that gets going several minutes later than in bw (and a less stable and interesting one) and baneling drops vs Protoss armies are too effective at removing templar with no real possible counter from Protoss. The cost is similar to the mutalisk switch in bw, but having a 1k higher investment in minerals, but a large amount more damage to other units.
It can be accompanied by mass hydra or mass ling bane, and is very difficult for Protoss to deal with.
All in all, I find the baneling to be a very dull unit with no real place in the game. I appreciate it's balance early in ZvZ, but it is so boring to play with or against right now imo.
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They make TvZ a very defensive match up from both sides that gets going several minutes later than in bw (and a less stable and interesting one)
I don't think that's the case actually. The zerg player will try to take a quicker 3rd against a terran player when he goes banelings. How does the terran response? By teching and benefiting from AOE units? No, instead he goes Firebat heavy which do really well in low/mid sized numbers, and thus the terran player seeks the constant army trading since he doesn't scale particularly well and he has a way of putting pressure on the zerg (since there is no spine wall) and is thus incentivied to be aggressive (to force the zerg to invest into army units instead of drones).
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On March 04 2014 06:28 iHirO wrote:How to play Ladder video is now up. Hopefully this should make it easier for new players to get started. Are you guys going to post it to the front page of starbowmod.com and/or the starbow reddit? Probably would help it get seen.
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Russian Federation609 Posts
I don't know about PvZ, but I don't think banelings are the big problem in TvZ, they can be dealt with by good usage of firebats and proper marine split. Also banelings inspire terran to micro its bio units, which is good thing. And against mech banelings cant really do to much, I believe. So I can't say baneling is bad unit by that regard, it will be pretty much fine for me, if it stays in the game (as from my Terran perspective).
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On March 04 2014 04:16 Laertes wrote: Ensnare is really good versus mech which Zerg seems to have trouble with otherwise. How is Ensnare good versus Mech, whose backbone unit can't even move most of the time anyways? When people built Queens in BW ZvT it was for Spawn Broodlings, a very powerful ability against expensive and hard to replace mechanical units, particularly Siege Tanks.
I think not including all of the abilities from Dark Archon and Queen one way or another is foolish. The unit compositions used in Starbow are nearly the same as Brood War. Queens, Dark Archons, and even Shield Batteries while not 'standard' units, had their uses in Brood War.
Queen: Used in ZvT (Spawn Broodlings on Mech) and ZvZ (Ensnare on Mutas) Dark Archon: Used in PvZ (Maelstrom on Mutas/Ultras) and PvP (Feedback on High Templar) Shield Battery: Used in PvP (DT/Fast expand builds, PvP cheese), PvT (Against Proxy Rax all in, or to heal Carriers). Another note on the Shield Battery - since it wasn't included in SC2, look at the problems Protoss has had to deal with before it received the abomination of a unit the Mothership Core.
It's important to have these answers in the game, regardless of how often they are used or not. Blizzard has this design philosophy for StarCraft 2 of just not including units for some reason because they feel the need to limit the amount of them. Starbow seems to be trying to follow this too, and I think it's just a bad idea all around. Having a couple more units in the game isn't going to destroy it. It's going to make it better.
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Blink stalkers need to take longer to get or go away. You can't defend a CC first currently, even on maps like andromeda because they just win by bouncing between bases. Meanwhile protoss can go nexus first just fine.
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