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Starbow - Page 25

Forum Index > SC2 General
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iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-01-13 20:30:16
January 13 2014 20:29 GMT
#481
Heroes of the Swarm would be much catchier and theres no chance of it getting mixed up with another title.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2014-01-13 20:55:15
January 13 2014 20:29 GMT
#482
a couple of questions about spider mines currently;

1. what was the reasoning for changing the "scuttling" animation to a more widow mine-like flying animation? Xiphias mentioned this in a cast but didn't expand on it.
2. this is more of a statement, actually; because of the long delay on spider mine planting, vultures planting "offensive mines"--rushing up to dragoons and dropping them, for example--is virtually impossible. i always felt this was a very exciting and skillful maneuver, and now they act solely as a preparatory defense
ooh, i just noticed that they don't die after firing, either. i think
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 13 2014 20:35 GMT
#483
I asked Kabel to explain the Spider-mine situation. I think he will do that pretty soon.
purakushi
Profile Joined August 2012
United States3302 Posts
January 13 2014 20:39 GMT
#484
Is there a Starbow stream atm? I need to put my extra laptop at work to use.
T P Z sagi
Inquisitor
Profile Blog Joined October 2010
Canada253 Posts
January 13 2014 20:42 GMT
#485
On January 14 2014 05:28 purakushi wrote:
Show nested quote +
On January 14 2014 05:26 GinDo wrote:
Sick mod. Needs a new name. Starcraft2: Legacy of the Brood Heart Wings of Liberty Void Swarm War.


SC2: Legacy of the Swarm Wings
SC2: Heart of the Void of Liberty


SC2: Liberty of the Void Heart
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2014-01-13 20:46:15
January 13 2014 20:46 GMT
#486
On January 14 2014 05:29 rift wrote:
a couple of questions about spider mines currently;

1. what was the reasoning for changing the "scuttling" animation to a more widow mine-like flying animation? Xiphias mentioned this in a cast but didn't expand on it.
2. this is more of a statement, actually; because of the long delay on spider mine planting, vultures planting "offensive mines"--rushing up to dragoons and dropping them, for example--is virtually impossible. i always felt this was a very exciting and skillful maneuver, and now they act solely as a preparatory defense


It's hard to mine drag too. They activate too slow so your units just die. Even in great numbers.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
January 13 2014 20:46 GMT
#487
call it Starcraft 2.5
FlashDave.999 aka Star
rift
Profile Blog Joined September 2007
1819 Posts
January 13 2014 20:47 GMT
#488
On January 14 2014 05:46 Arco wrote:
Show nested quote +
On January 14 2014 05:29 rift wrote:
a couple of questions about spider mines currently;

1. what was the reasoning for changing the "scuttling" animation to a more widow mine-like flying animation? Xiphias mentioned this in a cast but didn't expand on it.
2. this is more of a statement, actually; because of the long delay on spider mine planting, vultures planting "offensive mines"--rushing up to dragoons and dropping them, for example--is virtually impossible. i always felt this was a very exciting and skillful maneuver, and now they act solely as a preparatory defense


It's hard to mine drag too. They activate too slow so your units just die. Even in great numbers.

I was just comparing them (visually) to sc2bw spider mines, which seem to work fine, but maybe i'm wrong.
Sakkreth
Profile Joined February 2011
Lithuania1096 Posts
Last Edited: 2014-01-13 21:07:02
January 13 2014 21:02 GMT
#489
Getting crash everytime I build cyber core and mouse over upgrades in it
WhiteRa, NaNiWa, Creator, sOs, Krr, ForGG, MMA, Zest ||
synapse
Profile Blog Joined January 2009
China13814 Posts
January 13 2014 21:03 GMT
#490
played a bit, it's really fun :D
my only complaint is that i dont like the defiler model...
:)
Major
Profile Blog Joined May 2010
Mexico539 Posts
January 13 2014 21:05 GMT
#491
bring dmatri back to veseel plz thx and put irradiate on i instead of R
Progamer
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 13 2014 21:05 GMT
#492
Wow you guys have media coverage from Kotaku, congratulations!
http://kotaku.com/starcraft-ii-mod-brings-back-the-best-units-and-mechani-1500331324
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2014-01-13 21:06:23
January 13 2014 21:06 GMT
#493
Yah, you should ask Maverck if you can use his defiler model, so the defiler looks like a defiler rather than a giant lobster (and hopefully make the spells visible)
Traceback
Profile Joined October 2010
United States469 Posts
January 13 2014 21:08 GMT
#494
It understandable that there will be visual complains since the focus went into designing the gameplay first. The developers were not payed to do this nor do they have their entire live to devote to the project so it's understandable that the "polish" and visuals may still be a bit lacking.
Ana_
Profile Joined May 2012
Finland453 Posts
January 13 2014 21:17 GMT
#495
Interesting to see where this leads.
Sticks and stones may break my bones but words will never hurt me.
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2014-01-13 21:25:12
January 13 2014 21:24 GMT
#496
On January 14 2014 06:05 Superouman wrote:
Wow you guys have media coverage from Kotaku, congratulations!
http://kotaku.com/starcraft-ii-mod-brings-back-the-best-units-and-mechani-1500331324


Cool article. Though, they are not exactly correct on the "Mining is faster and your main only has one gas, so you have to expand a lot more.". Each worker return gives more minerals, yes, but the movement speed is slower and mining takes longer. Plus, there is wandering worker AI. Really, the economy is slower and smoother.

Nevertheless, I'm not really expecting lots of (correct) details from an article. They did a good enough job to promote interest. It is definitely cool!
T P Z sagi
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
January 13 2014 21:25 GMT
#497
On January 14 2014 05:08 Beef Noodles wrote:
Show nested quote +
On January 14 2014 04:47 Rad wrote:
On January 14 2014 04:25 -stOpSKY- wrote:
On January 14 2014 04:12 deacon.frost wrote:
Well, I hope this overhype will not shatter the sc2 player base. Because that would be the worse possible effect you could ever do for the sc2 ;-)


What does that even mean? If Starbow turns out to be better than SC2 why shouldn't it shatter the player base and gain popularity? I think they really missed the mark with SC2 and it became even worse in HoTS.

I would be all for having a BW based unit game with a mix of BW and SC2 mechanics.


I think it has to do with any RTS that comes out that pulls people away from sc2. If that RTS is more fun, more interesting to watch, more appealing to sc2 fans, it'll hurt sc2. If that game can't support the pro scene as well as sc2 can, it'll hurt that as well. Less people will want to watch sc2, so the scene will diminish. If the new RTS can't support the pro scene with a ranked ladder and matchmaking, it's harder for pros to switch. It won't have a company like blizz running a tourney like WCS. It probably won't have big tourneys like Dreamhack, or if it did, would sc2 still be there? Probably not.

Anyway, the death of sc2 (or anything that removes interest from existing fans) isn't good for sc2 and isn't good for starbow. Ideally starbow will gain in popularity just enough to force blizz make some drastic changes to sc2. Some small tournies, some pros investing time to help balance, people having fun and being able to point to the drastic changes they like. That's best case scenario here. I don't think a full switch from sc2 to starbow would be good for the scene even if it proves to be the superior game.

Love this mod though. So good.

I disagree only because currently SC2 is bad for SC2. Many players and fans are leaving because they don't enjoy the game. I don't think minor changes from Blizzard are going to help that. The best thing that can happen is some great RTS comes around and a scene grows around that instead (just my opinion though).


Starbow is good for SC2 just because it's getting people to run SC2.exe. If it leads Blizz to make some changes, it'll be great for SC2.
superpanda27
Profile Blog Joined October 2012
111 Posts
January 13 2014 21:25 GMT
#498
On January 14 2014 05:46 Arco wrote:
Show nested quote +
On January 14 2014 05:29 rift wrote:
a couple of questions about spider mines currently;

1. what was the reasoning for changing the "scuttling" animation to a more widow mine-like flying animation? Xiphias mentioned this in a cast but didn't expand on it.
2. this is more of a statement, actually; because of the long delay on spider mine planting, vultures planting "offensive mines"--rushing up to dragoons and dropping them, for example--is virtually impossible. i always felt this was a very exciting and skillful maneuver, and now they act solely as a preparatory defense


It's hard to mine drag too. They activate too slow so your units just die. Even in great numbers.


Yeah I was watching Avilo earlier... He was putting down a lot of spider mines, I think I only ever saw one go off. They were very slow to plant and even slower to activate. It seems like spider mines are being used as a form of map vision and obviously map control not really meant to do damage. Also they help create a buffer space between units trying to get near sieged up tanks.

Even though I played a lot of Brood War, I was never competitive nor didn't really know it was competitive the way it was until a couple of years ago. I was wondering if the way spider mines are being used in Starbow is comparable to the way they were used in Brood War.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
January 13 2014 21:28 GMT
#499
Yeah I was watching Avilo earlier... He was putting down a lot of spider mines, I think I only ever saw one go off. They were very slow to plant and even slower to activate. It seems like spider mines are being used as a form of map vision and obviously map control not really meant to do damage. Also they help create a buffer space between units trying to get near sieged up tanks.


He set them up slightly too close to opponents units. Had he moved a bit further away more Mines would be activated before the protss army began attacking it, which would have had more of them go off.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-13 21:41:48
January 13 2014 21:41 GMT
#500
How Spider mines work in Starbow:

Spider mines in Sbow works a bit different compared to BW. This is mainly due to AI problems in the SC2 engine. It was very hard to recreate them in the "correct" way. So we had to go for another solution. This version is not 100% perfect though.

>>>Here is an explanation:

+ Show Spoiler +
A Vulture plants one at target location.
It takes ca 5 seconds before it burrows. (It can be killed during this time)
As soon as an enemy ground unit comes within range 3, the mine will unburrow.
The mine stands still for 1.9 seconds before it detonates.
When it detonates, it "transforms" into a missile and launches itself towards an enemy unit.
Upon impact, the missile deals 125 explosiove damage in an area. (100% vs armored and shields, 75% vs medium, 50% vs light)


Some important things:
- It can NOT detonate on hovering units (Reaper, Vulture, Archon, Workers) but they can still be affected by splash dmg

- I have made so only 4 Spider mines can activate towards the same target at the same time. Otherwise a Zergling can run into a Spider mine field and detonate 15+ Spider mines alone, which was not as possible in BW.

- Spider mines do not detect cloaked units. (Which they did in BW)

- Spider mines will be auto-attacked by enemy units when it is in the 1.9-second unburrow-mode.

The last thing has haunted us for a long time. Its so hard to find a perfect value. If it unburrows too fast, Dragoons can´t react to them. If its too long, fast shooting units like Marines, Hydras etc will never be hit by a Spider mine. They just shred them


Detonate


The current "method" used in the game to overcome this, is a new ability on Spider mines called Detonate.

It allows the Terran player to launch the Spider mine towards an enemy target within range 5.25. (Not vs hovering units)
When the ability is used, the missile is shot immediately. Its not 1.9 seconds delay.

This means that if Hydras, Marines or Stalkers, with attack range 5, A-move into a mine field, it is still possible for the Terran player to launch mines towards them by manual control. But it is a small window of time. And probably hard as hell.

Upgraded Dragoons have attack range 6. Which means that the ability is too short to be activated on them, unless they move too close by accident or when trying to detect where the mine is.

Vultures can however move up close, plant mines, and as soon as they are planted, use Detonate ability to avoid the 1.9 second unburrow time. If properly microed, they become more efficient.

This is probably not optimal either. I have never seen it used in a game. (Maybe because its too hard, or because no one knows about it.)

We will start to fine tune the values for next patch. Either with or without Detonate. Would just prefer to get some feedback on that ability from players. How does it feel for the gameplay? Weird? Fun?
<<<
Creator of Starbow
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