Starbow - Page 25
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iHirO
United Kingdom1381 Posts
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rift
1819 Posts
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
Denmark9341 Posts
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purakushi
United States3300 Posts
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Inquisitor
Canada253 Posts
On January 14 2014 05:28 purakushi wrote: SC2: Legacy of the Swarm Wings SC2: Heart of the Void of Liberty SC2: Liberty of the Void Heart | ||
Arco
United States2090 Posts
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
United Kingdom1546 Posts
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rift
1819 Posts
On January 14 2014 05:46 Arco wrote: 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
Lithuania1096 Posts
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synapse
China13814 Posts
my only complaint is that i dont like the defiler model... | ||
Major
Mexico539 Posts
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Superouman
France2195 Posts
http://kotaku.com/starcraft-ii-mod-brings-back-the-best-units-and-mechani-1500331324 | ||
rift
1819 Posts
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Traceback
United States469 Posts
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Ana_
Finland453 Posts
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purakushi
United States3300 Posts
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! | ||
Ribbon
United States5278 Posts
On January 14 2014 05:08 Beef Noodles wrote: 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
111 Posts
On January 14 2014 05:46 Arco wrote: 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
Denmark9341 Posts
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
Sweden1746 Posts
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? | ||
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