Starbow - Page 251
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Deleted User 97295
1137 Posts
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iHirO
United Kingdom1381 Posts
Also if anyone is decent with Python, it might be cool to write a bot to retrieve the Top 10 Eros ladder rank from StarbowMod.com and display it in the side bar. | ||
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Hider
Denmark9407 Posts
So ladder-based tournaments should continue, though the excact format hasn't been decided upon yet. | ||
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Grumbels
Netherlands7031 Posts
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bananafone
68 Posts
On March 06 2014 00:42 Grumbels wrote: I think from that perspective it also makes sense to have shields regenerate more quickly when under the effect. Why not I guess? They already do. | ||
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-Archangel-
Croatia7457 Posts
We need another tournament :D | ||
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Balthazar
United States277 Posts
I just tested this in Starbow Tester 2.0. The shields do not regenerate faster when a cannon is chronoboosted. | ||
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Code
Canada634 Posts
What we really need is that Starbow stream finder that is in the works | ||
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tehredbanditt
103 Posts
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Piy
Scotland3152 Posts
On March 06 2014 01:52 tehredbanditt wrote: I'm looking for some new ideas. I'm having a hard time vs p/t. On most maps taking a quick third against a fast Exp opponent is getting more and more difficult. Gateway/ rax timing attacks are troublesome. Esp if it's not practical map for sunkens. Fire bats are creaming my lings/ slow banes. But what do I make besides them? It feels like I need to just 2 base vs their two base and equal worker count while hiding behind sunkens. Teching feels weak too. Two base Lurk timings are feeling weak because by the time they are out ,moving across the map is an extremely up hill battle against big numbers of bio. I have a few ideas left to explore. One balance whine from me. Zerg macro machanic has always and still feels weak to me. Could just be me though !You have to actually learn how to play ZvT. Go muta into lurkers into defilers. It's weaker in starbow but I have no problems vs any terrans but dirtybag and beastyqt. Also you aren't fully utilising the ability to power with ling bane into tech units. you make too many lings and banelings and rely on the terran making a mistake. ZvP is also pretty easy. 3 hatch spire into 5 hatch hydra into either lurkers and hive, muta snipe and mass hydra, or baneling drop with mass hydra or ling. Again, no problems vs any protoss on ladder. | ||
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bananafone
68 Posts
On March 06 2014 01:46 Balthazar wrote: I just tested this in Starbow Tester 2.0. The shields do not regenerate faster when a cannon is chronoboosted. I tested it by chronoboosting a forge on fighting spirit. It definitely works there. | ||
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WarpTV
205 Posts
On March 05 2014 19:53 -Archangel- wrote: To add to the previous abduct talk. I tried using it yesteday to abduct HT before they could storm. Didn't work so well :D I only had 4 vipers and he has about 10 HT, still died to storm :D And with Corsairs I could not use Muta to snipe HT. I guess practicing storm dodging is only real option at this time... It is kinda easy to snip HT, Your really must force the protoss to move his army. (pushing his 3rd or nat). When he does, the corsairs fly way ahead of the HT letting you pick them all off. When I play as P, I have my arcons on follow command to my HT to help deal with just that. | ||
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Piy
Scotland3152 Posts
On March 06 2014 02:47 WarpTV wrote: It is kinda easy to snip HT, Your really must force the protoss to move his army. (pushing his 3rd or nat). When he does, the corsairs fly way ahead of the HT letting you pick them all off. When I play as P, I have my arcons on follow command to my HT to help deal with just that. It's only easy to snipe the ht of bad protoss. Any good protoss will have his sairs with his army. If you can't snipe the ht because of sairs then make lurkers and go hive. | ||
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Foxxan
Sweden3427 Posts
On March 06 2014 01:52 tehredbanditt wrote: I'm looking for some new ideas. I'm having a hard time vs p/t. On most maps taking a quick third against a fast Exp opponent is getting more and more difficult. Gateway/ rax timing attacks are troublesome. Esp if it's not practical map for sunkens. Fire bats are creaming my lings/ slow banes. But what do I make besides them? It feels like I need to just 2 base vs their two base and equal worker count while hiding behind sunkens. Teching feels weak too. Two base Lurk timings are feeling weak because by the time they are out ,moving across the map is an extremely up hill battle against big numbers of bio. I have a few ideas left to explore. One balance whine from me. Zerg macro machanic has always and still feels weak to me. Could just be me though !I just came up with a good build in zvt, will post it in the strategy thread | ||
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WarpTV
205 Posts
On March 06 2014 02:03 Piy wrote: You have to actually learn how to play ZvT. Go muta into lurkers into defilers. It's weaker in starbow but I have no problems vs any terrans but dirtybag and beastyqt. Also you aren't fully utilising the ability to power with ling bane into tech units. you make too many lings and banelings and rely on the terran making a mistake. ZvP is also pretty easy. 3 hatch spire into 5 hatch hydra into either lurkers and hive, muta snipe and mass hydra, or baneling drop with mass hydra or ling. Again, no problems vs any protoss on ladder. Weaker??? Hum, yea by a lot. 3 hatch muta just dies to all most any stim timing, In BW, only a 4 rax +1 timing could bust a sunken wall Doing so was simi-allin as vessels came out later. But now with overcharge form 2 CC's Terran can get 4 rax worth of units with only 2 raxs and also tech at the same time. Lurkers just can't hold ground vs bio, Fierbats and mraders tank soo much form lurkers, Also the AI works in favor of Bio greatly reducing the effectiveness of line splash | ||
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WarpTV
205 Posts
On March 06 2014 02:52 Piy wrote: It's only easy to snipe the ht of bad protoss. Any good protoss will have his sairs with his army. If you can't snipe the ht because of sairs then make lurkers and go hive. The Idea is that you don't need the mutas, But he does need the HT. You can happy sack your mutas if you snipe most the HT. Just be sure to quickly follow up with an attack. Also, 3H spire/ 5h hydra is a bit old, In modern ZvP it is mostly use as a timing attack when Protoss only has 4 to 6 HT. 3H spire/ 6h hydra is much more up-to-date. It does not use muta, It walls the nat and 3rd. you fast teching to nydus for mid game defense wile droning 4 bases. | ||
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Big J
Austria16289 Posts
On March 06 2014 01:52 tehredbanditt wrote: I'm looking for some new ideas. I'm having a hard time vs p/t. On most maps taking a quick third against a fast Exp opponent is getting more and more difficult. Gateway/ rax timing attacks are troublesome. Esp if it's not practical map for sunkens. Fire bats are creaming my lings/ slow banes. But what do I make besides them? It feels like I need to just 2 base vs their two base and equal worker count while hiding behind sunkens. Teching feels weak too. Two base Lurk timings are feeling weak because by the time they are out ,moving across the map is an extremely up hill battle against big numbers of bio. I have a few ideas left to explore. One balance whine from me. Zerg macro machanic has always and still feels weak to me. Could just be me though !Can't help you with build orders, I'm just as lost as you in that regard. They all feel like they could just run into the one or the other BO-loss (at least against T; not so much against P, though I'm lacking experience against Gateway expands), though I might just not be good enough. ^^ For ideas, have you played around with Viper/Muta combos? I feel like that's quite a decent way to harass armies and keep their techunit count a little lower than they would want it to have. Also means that when they move out your Viper/Muta harass combo will see it and immidiatly be able to ensnare to buy more time or to run him over. Also you can abduct corsairs into mutas. Other questeion: Have you found a way to implement roaches into your play? | ||
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tehredbanditt
103 Posts
On March 06 2014 03:04 Big J wrote: Can't help you with build orders, I'm just as lost as you in that regard. They all feel like they could just run into the one or the other BO-loss (at least against T; not so much against P, though I'm lacking experience against Gateway expands), though I might just not be good enough. ^^ For ideas, have you played around with Viper/Muta combos? I feel like that's quite a decent way to harass armies and keep their techunit count a little lower than they would want it to have. Also means that when they move out your Viper/Muta harass combo will see it and immidiatly be able to ensnare to buy more time or to run him over. Also you can abduct corsairs into mutas. Other questeion: Have you found a way to implement roaches into your play? Roaches in zvt. If going ling bane take at least two gases get lair. Use banes with roaches for nice mid game pushes. Great at punishing terrans overconfident going heavy 2 base bio aggression. That is if you can hold onto your third up to that point. On two base it's pretty all in though. | ||
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Grumbels
Netherlands7031 Posts
On March 06 2014 02:33 bananafone wrote: I tested it by chronoboosting a forge on fighting spirit. It definitely works there. It does? I do feel a bit silly making suggestions that are already in the game, but I recall someone suggesting the same thing earlier, so I thought it didn't exist. In any case, my current "thought of the day" ( )is that I was hoping for Starbow to keep conceptuality in mind, so it's not the specific example that's important but rather the general idea that abilities should add to immersion, should feel logical, should be intuitive, and all those things, aside from being functional. That's why I dislike abduct, it breaks immersion for me. And it's why I was hoping for the queen to be changed slightly to be more intuitive. And why expanding chronoboost to include shield regeneration, which adds to immersion, seems like a nice change to me. | ||
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Code
Canada634 Posts
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)is that I was hoping for Starbow to keep conceptuality in mind, so it's not the specific example that's important but rather the general idea that abilities should add to immersion, should feel logical, should be intuitive, and all those things, aside from being functional. That's why I dislike abduct, it breaks immersion for me. And it's why I was hoping for the queen to be changed slightly to be more intuitive. And why expanding chronoboost to include shield regeneration, which adds to immersion, seems like a nice change to me.