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Starbow - Page 247

Forum Index > SC2 General
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knOxStarcraft
Profile Joined March 2012
Canada422 Posts
March 04 2014 01:51 GMT
#4921
Anyone else feel storm is a little bit too strong with smart casting in zvp? And what about the speed of vultures in both zvt and pvt? I can't tell if I'm just bad, or doing something wrong, or both, but these two things give me more trouble than anything else in the game by miles. Storm is ok when there are just 1 or 2 available but with big army engages like a line of lurkers and hydras or lings, storm drops on the whole line in an instant and kills everything before it can do damage.
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 04 2014 01:53 GMT
#4922
On March 04 2014 10:15 Coriolis wrote:
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.


I think its fine if it kills CC 1st, i mean, CC 1st is greedy and should be allowed to be punished. My problem is doing a standard Seige tank expand, and stalkers can, like you say, bounce around your base, and you dont have enough tanks to really do anything about it. Can anyone shed light on the situation? I find it hard to scout, since they can place the stalker tech somewhere where i cant scan, or scv scout it. So ive got 1 tank out + a bunker, and they can just blink passed, or blink up somewhere else and harass me down, and even with 2 or 3 tanks out, its hard to catch them. Im thinking i need to make a different opening vs Toss these days, since this is happening alot, and im too dumb to figure out how to defend it lol.
http://www.twitch.tv/rebufferingg
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
March 04 2014 01:55 GMT
#4923
--- Nuked ---
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
March 04 2014 02:09 GMT
#4924
On March 04 2014 10:12 Arco wrote:
Show nested quote +
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.


Finally someone understands and gets it. Been saying it for years with WoL, that specifically the game was ruined because of features just like this were removed and ignored and who was to blame? The game designer Browder.

Starbow needs to avoid just as you said the same path, and ignore the complexes of SC2. Starbow was built with these features:

Brood War economy (rewards taking expansions).
High ground advantage (units attacking uphill have a 50% miss chance).
Combat lasts longer and occurs over wider areas, compared to Starcraft 2 .
More positional play.
Retains Starcraft 2 mechanics (e.g. unlimited selection).
Balance is based on Brood War but with additional content for a broader meta-game.

But yet people are so objective because "SC2 is much easier to learn and play" and that's what they know. Hate to break it to ya, BW was a much better game, even though outdated, is still a better game and always will be.

Certain aspects of the gameplay is entirely infallible because of the SC2 portion and trying to port over the units and its been made very public that there are issues. The developers need to take it into consideration and definitely look at what is intended and what is in the best interest of the mod, the community and the future of the game.
tehredbanditt
Profile Joined July 2010
103 Posts
March 04 2014 02:10 GMT
#4925
Can guardians get a little love next patch?
life of lively to live to life of full life thx to shield battery
Hider
Profile Blog Joined May 2010
Denmark9411 Posts
March 04 2014 02:14 GMT
#4926
On March 04 2014 10:53 rebuffering wrote:
Show nested quote +
On March 04 2014 10:15 Coriolis wrote:
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.


I think its fine if it kills CC 1st, i mean, CC 1st is greedy and should be allowed to be punished. My problem is doing a standard Seige tank expand, and stalkers can, like you say, bounce around your base, and you dont have enough tanks to really do anything about it. Can anyone shed light on the situation? I find it hard to scout, since they can place the stalker tech somewhere where i cant scan, or scv scout it. So ive got 1 tank out + a bunker, and they can just blink passed, or blink up somewhere else and harass me down, and even with 2 or 3 tanks out, its hard to catch them. Im thinking i need to make a different opening vs Toss these days, since this is happening alot, and im too dumb to figure out how to defend it lol.


Get maurauders?
Balthazar
Profile Joined February 2011
United States277 Posts
March 04 2014 02:34 GMT
#4927
On March 03 2014 07:53 Balthazar wrote:
Show nested quote +
On March 03 2014 07:22 Foxxan wrote:
@mines
Is it intentional that u can micro it?
Once it unburrow u can move command it...pretty lols


To illustrate this point, check out 6:50 of this replay. I blink away from his mines, but they follow me about a half mile until they wreck havoc on my stalkers. If one of the devs could check this out and get back to us, it'd be greatly appreciated!

Edit: He also move commands the mine at 7:30.


Any dev want to comment on this? I'm curious if being able to move command an unburrowed mine indefinitely is its intentional design.
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 04 2014 02:51 GMT
#4928
On March 04 2014 11:14 Hider wrote:
Show nested quote +
On March 04 2014 10:53 rebuffering wrote:
On March 04 2014 10:15 Coriolis wrote:
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.


I think its fine if it kills CC 1st, i mean, CC 1st is greedy and should be allowed to be punished. My problem is doing a standard Seige tank expand, and stalkers can, like you say, bounce around your base, and you dont have enough tanks to really do anything about it. Can anyone shed light on the situation? I find it hard to scout, since they can place the stalker tech somewhere where i cant scan, or scv scout it. So ive got 1 tank out + a bunker, and they can just blink passed, or blink up somewhere else and harass me down, and even with 2 or 3 tanks out, its hard to catch them. Im thinking i need to make a different opening vs Toss these days, since this is happening alot, and im too dumb to figure out how to defend it lol.


Get maurauders?


So marauder expand is what your saying? Or open bio and transition into expo + mech? Might be worth checking out, thanks. see, i said i was dumb, forgot marauders existed lulz.
http://www.twitch.tv/rebufferingg
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
March 04 2014 03:11 GMT
#4929
3k+ Zerg player streaming ranked games. www.twitch.tv/ftactsony

Free to talk strategy, balance, ideas, etc... as well as ranked games.
Hider
Profile Blog Joined May 2010
Denmark9411 Posts
March 04 2014 03:17 GMT
#4930
On March 04 2014 11:51 rebuffering wrote:
Show nested quote +
On March 04 2014 11:14 Hider wrote:
On March 04 2014 10:53 rebuffering wrote:
On March 04 2014 10:15 Coriolis wrote:
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.


I think its fine if it kills CC 1st, i mean, CC 1st is greedy and should be allowed to be punished. My problem is doing a standard Seige tank expand, and stalkers can, like you say, bounce around your base, and you dont have enough tanks to really do anything about it. Can anyone shed light on the situation? I find it hard to scout, since they can place the stalker tech somewhere where i cant scan, or scv scout it. So ive got 1 tank out + a bunker, and they can just blink passed, or blink up somewhere else and harass me down, and even with 2 or 3 tanks out, its hard to catch them. Im thinking i need to make a different opening vs Toss these days, since this is happening alot, and im too dumb to figure out how to defend it lol.


Get maurauders?


So marauder expand is what your saying? Or open bio and transition into expo + mech? Might be worth checking out, thanks. see, i said i was dumb, forgot marauders existed lulz.


Maruauder as a reponse when you see stalkers/scout twilight
Dragonei
Profile Joined March 2012
Spain28 Posts
March 04 2014 03:41 GMT
#4931
¡4:34 am here and i cant sleep lets Stream some time! http://www.twitch.tv/Dragonei1 Zerg laddering in Na because of the time on EU (may have delay and not micro propertly)
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 04 2014 04:08 GMT
#4932
I will also do the ladder thing as well lol. You know the drill, bad plays, goooood musics. http://www.twitch.tv/rebufferingg !!!!
http://www.twitch.tv/rebufferingg
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 04 2014 07:37 GMT
#4933
On March 04 2014 11:10 tehredbanditt wrote:
Can guardians get a little love next patch?

T_T;
Big J
Profile Joined March 2011
Austria16289 Posts
March 04 2014 07:41 GMT
#4934
On March 04 2014 10:55 Laertes wrote:
Show nested quote +
On March 04 2014 10:12 Arco wrote:
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.


It's not for tanks it's for vultures, you keep a few vipers on the field and suddenly all terran's mobile ground army is useless and the science vessels have to come out.


just that you cannot hit a vulture ever with a skill shot.
Daumen
Profile Joined July 2011
Germany1073 Posts
Last Edited: 2014-03-04 09:05:03
March 04 2014 08:23 GMT
#4935
On March 04 2014 03:16 Ej_ wrote:
Show nested quote +
On March 04 2014 01:58 FT.aCt)Sony wrote:
On March 04 2014 01:48 -Archangel- wrote:
On March 04 2014 01:11 FT.aCt)Sony wrote:
On March 03 2014 23:46 -Archangel- wrote:
I would rather have abduct then Spawn Broodling. There is a reason why queen was not used much in BW. Also Abduct with all its shortcomings still lets you micro more than Spawn B does.


You are aware in Brood War, Queens are what spawned broodling right?


I am aware. I am also aware Viper is a modified version of BW queen. (it has ensnare like ability, flies and its building is needed to get to Hive tech).

Well, I heard queens were mostly not used for most of BW history.


Might want to watch proleague games then. Queens were very popular for specific eras of the game and throughout.

Vipers have abilities (IE swarm) that is equivalent to Defilers from brood war.

have you actually played starbow? the starbow viper is actually a queen replacement (with ensnare and abduct instead of spawn broodling), it doesnt have blinding cloud. instead, the defiler is back


also, Daumen is not talking about acid spores but an actual channeling ability that the devourer has in starbow


Yeah I was talking about Blight, not Acid Spores. A debuff that occurs when attacking is useless on a unit that cant attack °_°

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.


Ideas like this sound funny but in reality its a hassle to set up. Load Banelings, burrow, aim fire. Maybe there is a way but I thought those "loading" aspects cost too much apm and distract your normal play too much. Kinda like those GDI Tanks/Copters in Command & Conquer 3 ;D

Also, please be careful with the phrase "Bring Swarmhost back" everyones backhairs are shivering when they hear/read that.

On March 04 2014 10:12 Arco wrote:
Show nested quote +
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?


It decreases attack speed by 30%.
President of the ReaL Fan Club.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2014-03-04 10:48:18
March 04 2014 10:42 GMT
#4936
On March 04 2014 10:55 Laertes wrote:
Show nested quote +
On March 04 2014 10:12 Arco wrote:
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.


It's not for tanks it's for vultures, you keep a few vipers on the field and suddenly all terran's mobile ground army is useless and the science vessels have to come out.


If you're building Vipers to stop Vultures, you're playing the game wrong.

On March 04 2014 17:23 Daumen wrote:

It decreases attack speed by 30%.


This was a trick question. Ensnare isn't good versus Mech. Wasting energy on Ensnare is probably the dumbest thing you can possibly do when you can cast Spawn Broodlings on Siege Tanks. If you have energy to spare, you've already won the game.
Ramiz1989
Profile Joined July 2012
12124 Posts
March 04 2014 11:04 GMT
#4937
On March 04 2014 19:42 Arco wrote:
Show nested quote +
On March 04 2014 17:23 Daumen wrote:

It decreases attack speed by 30%.


This was a trick question. Ensnare isn't good versus Mech. Wasting energy on Ensnare is probably the dumbest thing you can possibly do when you can cast Spawn Broodlings on Siege Tanks. If you have energy to spare, you've already won the game.

I think you are talking about the wrong game here, but I am not sure.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 04 2014 11:23 GMT
#4938
On March 04 2014 19:42 Arco wrote:
Show nested quote +
On March 04 2014 10:55 Laertes wrote:
On March 04 2014 10:12 Arco wrote:
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.


It's not for tanks it's for vultures, you keep a few vipers on the field and suddenly all terran's mobile ground army is useless and the science vessels have to come out.


If you're building Vipers to stop Vultures, you're playing the game wrong.

Show nested quote +
On March 04 2014 17:23 Daumen wrote:

It decreases attack speed by 30%.


This was a trick question. Ensnare isn't good versus Mech. Wasting energy on Ensnare is probably the dumbest thing you can possibly do when you can cast Spawn Broodlings on Siege Tanks. If you have energy to spare, you've already won the game.

There is no ability called Spawn Broodling in Starbow.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-03-04 11:31:59
March 04 2014 11:30 GMT
#4939
On March 04 2014 17:23 Daumen wrote:
Show nested quote +
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.

Ideas like this sound funny but in reality its a hassle to set up. Load Banelings, burrow, aim fire. Maybe there is a way but I thought those "loading" aspects cost too much apm and distract your normal play too much. Kinda like those GDI Tanks/Copters in Command & Conquer 3 ;D

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.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
March 04 2014 11:50 GMT
#4940
On March 04 2014 12:11 FT.aCt)Sony wrote:
3k+ Zerg player streaming ranked games. www.twitch.tv/ftactsony

Free to talk strategy, balance, ideas, etc... as well as ranked games.

Your stream was okay, but if you want my honest opinion, calling people stream cheaters on stream is very tasteless. Made me tune out immediately. Maybe I'm alone on that though. Anyway, you're pretty good!

Wish more people played. "2 people searching" is not very inviting.
Twitch.tv/Ragequitbm for all the fans
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