Starbow - Page 247
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knOxStarcraft
Canada422 Posts
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rebuffering
Canada2436 Posts
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. | ||
Deleted User 97295
1137 Posts
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FT.aCt)Sony
United States1047 Posts
On March 04 2014 10:12 Arco wrote: 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
103 Posts
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Hider
Denmark9384 Posts
On March 04 2014 10:53 rebuffering wrote: 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
United States277 Posts
On March 03 2014 07:53 Balthazar wrote: 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
Canada2436 Posts
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. | ||
FT.aCt)Sony
United States1047 Posts
Free to talk strategy, balance, ideas, etc... as well as ranked games. | ||
Hider
Denmark9384 Posts
On March 04 2014 11:51 rebuffering wrote: 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
Spain28 Posts
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rebuffering
Canada2436 Posts
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Foxxan
Sweden3427 Posts
On March 04 2014 11:10 tehredbanditt wrote: Can guardians get a little love next patch? ![]() T_T; | ||
Big J
Austria16289 Posts
On March 04 2014 10:55 Laertes wrote: 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
Germany1073 Posts
On March 04 2014 03:16 Ej_ wrote: 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: How is Ensnare good versus Mech, whose backbone unit can't even move most of the time anyways? It decreases attack speed by 30%. | ||
Arco
United States2090 Posts
On March 04 2014 10:55 Laertes wrote: 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
12124 Posts
On March 04 2014 19:42 Arco wrote: 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. | ||
-Archangel-
Croatia7457 Posts
On March 04 2014 19:42 Arco wrote: If you're building Vipers to stop Vultures, you're playing the game wrong. 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
Netherlands7031 Posts
On March 04 2014 17:23 Daumen wrote: 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 | ||
RagequitBM
Canada2270 Posts
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. | ||
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