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Starbow - Page 252

Forum Index > SC2 General
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Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 05 2014 18:48 GMT
#5021
On March 06 2014 02:55 WarpTV wrote:
Show nested quote +
On March 06 2014 02:03 Piy wrote:
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.


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



This isn't my experience with 2 hatch muta into lurkers and fast defilers. You don't even need to engage the Terran directly until you have dark swarm and plague. You can do hidden nydus and crackling defiler expansions. You can also build preemptive nydus to allow you to expand easily.

I actually think that marauder firebat is terrible once plague gets involved, you really need to be careful as Terran once the game reaches that stage.

You won't snipe most HT if protoss has 6 corsairs with +1 weapons. Unless Protoss is bad.

With regards to your comment on 5 hatch hydra being out dated zvp, it's not. The fourth base follow up that you see on fighting spirit (I imagine that's what you're talking about) with the wall in is a pretty standard 4th base timing and has been for about 6 years. The faster hive is map dependent, and a pretty nice play in starbow with the strength of crackling nydus play in the late game.

Muta's and 4th base is still very standard in bw on maps with wallable 3rd --> 4th.

I dunno dude, you're just off the mark with a lot of your comments.
My. Copy. Is. Here.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
March 05 2014 19:04 GMT
#5022
Destiny is streaming fellas! ^_^ http://www.twitch.tv/destiny
www.twitch.tv/bluquh (PoE, Starbow, HS)
gypsy___
Profile Joined November 2013
United States7 Posts
March 05 2014 20:13 GMT
#5023
streaming more ladder games as zerg http://www.twitch.tv/gypsy___
gypsy danger
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 05 2014 20:18 GMT
#5024
lol im also streaming!!!!!!!!! Finally we getting some options in who to watch! http://www.twitch.tv/rebufferingg GG GL all of you!
http://www.twitch.tv/rebufferingg
Lopata
Profile Joined July 2007
Czech Republic42 Posts
March 05 2014 20:56 GMT
#5025
if anyone is interested, streaming few games right now http://www.twitch.tv/esubalopata
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-03-05 21:17:58
March 05 2014 21:14 GMT
#5026
Website update, the ladder is fully searchable now.

EDIT: Also would anyone be interested in maintaining a hacking thread on the Starbow website similar to teamliquid's one?
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?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 05 2014 21:17 GMT
#5027
On March 06 2014 06:14 iHirO wrote:
Website update, the ladder is fully searchable now.


Nice!

Also made a explanation VOD about Starbow Eco:

aka KanBan85. Working on Starbow.
zawk9
Profile Joined March 2011
United States427 Posts
Last Edited: 2014-03-05 21:18:11
March 05 2014 21:17 GMT
#5028
Xiphias made that video explaining the economy in a bit more detail:

http://www.youtube.com/watch?v=gavX7sH4OIE

EDIT: Ninja'd by literally one second lol
there's a bug in the new patch where the other player keeps killing all my dudes.. please nerf this
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 05 2014 23:26 GMT
#5029
@economy
The ingame income tab shows only x/43 seconds
While the tab after the game shows x/60seconds

So its almost 30% less on the ingametab
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 06 2014 00:43 GMT
#5030
Why is there a constant attempt to remove shuttle reaver micro from the game?

Terran and Zerg have both been given really overly strong hardcounters to shuttle reaver as an army component in Starbow. If you build them as an army unit vs a Terran going bio and they have one ghost, one 50/150 unit can shut down 2 reavers in a shuttle. I pretty much never go reavers vs bio anymore, simply because they auto win if they make a ghost or 2.

The same is true of PvZ with abduct. You don't even need to fly that close to their vipers, and if you get in range, even if you pull back out of the way, the abduct will follow the shuttle and pull it over to the viper. I've even had corsairs pulled from off screen by vipers they got too close to.

I don't think abilities like this have much place in this mod as they don't reward control and just provide hard counters to highly microable units. I don't really understand the logic behind putting them in, and hope they get altered or removed ( like the protoss one on sentinels did.)
My. Copy. Is. Here.
bulbz
Profile Joined March 2014
China6 Posts
March 06 2014 01:04 GMT
#5031
i luv starbow over sc2 so much. I hope this is getting really popular and everyone goes from sc2 to starbow.
now tsan bulbz
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 06 2014 02:42 GMT
#5032
Ok, after going 0-7, and losing to the same guy (Gypsy!!!!!!) 5 times inna row awhile ago, imma try to get back to laddering, streams up, you know the drill, bad plays, good music..... http://www.twitch.tv/rebufferingg
http://www.twitch.tv/rebufferingg
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 06 2014 06:24 GMT
#5033
On March 06 2014 08:26 Foxxan wrote:
@economy
The ingame income tab shows only x/43 seconds
While the tab after the game shows x/60seconds

So its almost 30% less on the ingametab


Well the point was to show how the income tab changes with number of workers and it would be proportional to the game. But thanks for pointing out this fact, I just used "display current mineral income" trigger. I did not know it did not show the same as the income tab in replays.
aka KanBan85. Working on Starbow.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2014-03-06 09:17:46
March 06 2014 09:16 GMT
#5034
On March 06 2014 11:42 rebuffering wrote:
Ok, after going 0-7, and losing to the same guy (Gypsy!!!!!!) 5 times inna row awhile ago, imma try to get back to laddering, streams up, you know the drill, bad plays, good music..... http://www.twitch.tv/rebufferingg

I been watching some of the games against this guy. You are late with Science Vessels, you tried to defend mass mutas with vikings and goliaths only. You need AA towers and Irradiate.
Also I been watching your stream when I am able and you are online and one common thing in most of your matches is that you are always floating a lot of money. Turn that money into more production facilities and troops.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 06 2014 09:32 GMT
#5035
On March 06 2014 09:43 Piy wrote:
Why is there a constant attempt to remove shuttle reaver micro from the game?

Terran and Zerg have both been given really overly strong hardcounters to shuttle reaver as an army component in Starbow. If you build them as an army unit vs a Terran going bio and they have one ghost, one 50/150 unit can shut down 2 reavers in a shuttle. I pretty much never go reavers vs bio anymore, simply because they auto win if they make a ghost or 2.

The same is true of PvZ with abduct. You don't even need to fly that close to their vipers, and if you get in range, even if you pull back out of the way, the abduct will follow the shuttle and pull it over to the viper. I've even had corsairs pulled from off screen by vipers they got too close to.

I don't think abilities like this have much place in this mod as they don't reward control and just provide hard counters to highly microable units. I don't really understand the logic behind putting them in, and hope they get altered or removed ( like the protoss one on sentinels did.)


It's not so much an attempt to remove reaver play as it is to give the races a way to counter it. Maaaybe we went overboard with counters. We'll look into this.

I LOVE reaver play and we want to encourage it.
aka KanBan85. Working on Starbow.
ANLProbe
Profile Joined October 2013
667 Posts
March 06 2014 09:51 GMT
#5036
Yeah reavers seem a bit weak.
Go TAEJA
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2014-03-06 11:04:40
March 06 2014 11:02 GMT
#5037
On March 06 2014 18:32 Xiphias wrote:
Show nested quote +
On March 06 2014 09:43 Piy wrote:
Why is there a constant attempt to remove shuttle reaver micro from the game?

Terran and Zerg have both been given really overly strong hardcounters to shuttle reaver as an army component in Starbow. If you build them as an army unit vs a Terran going bio and they have one ghost, one 50/150 unit can shut down 2 reavers in a shuttle. I pretty much never go reavers vs bio anymore, simply because they auto win if they make a ghost or 2.

The same is true of PvZ with abduct. You don't even need to fly that close to their vipers, and if you get in range, even if you pull back out of the way, the abduct will follow the shuttle and pull it over to the viper. I've even had corsairs pulled from off screen by vipers they got too close to.

I don't think abilities like this have much place in this mod as they don't reward control and just provide hard counters to highly microable units. I don't really understand the logic behind putting them in, and hope they get altered or removed ( like the protoss one on sentinels did.)


It's not so much an attempt to remove reaver play as it is to give the races a way to counter it. Maaaybe we went overboard with counters. We'll look into this.

I LOVE reaver play and we want to encourage it.

Only way to encourage it is to weaken Storm. Currently Storm play takes much less micro to accomplish and Reavers are not needed.
But yes, abduct might be too strong vs Reavers.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2014-03-06 11:23:05
March 06 2014 11:22 GMT
#5038
On March 06 2014 18:32 Xiphias wrote:
Show nested quote +
On March 06 2014 09:43 Piy wrote:
Why is there a constant attempt to remove shuttle reaver micro from the game?

Terran and Zerg have both been given really overly strong hardcounters to shuttle reaver as an army component in Starbow. If you build them as an army unit vs a Terran going bio and they have one ghost, one 50/150 unit can shut down 2 reavers in a shuttle. I pretty much never go reavers vs bio anymore, simply because they auto win if they make a ghost or 2.

The same is true of PvZ with abduct. You don't even need to fly that close to their vipers, and if you get in range, even if you pull back out of the way, the abduct will follow the shuttle and pull it over to the viper. I've even had corsairs pulled from off screen by vipers they got too close to.

I don't think abilities like this have much place in this mod as they don't reward control and just provide hard counters to highly microable units. I don't really understand the logic behind putting them in, and hope they get altered or removed ( like the protoss one on sentinels did.)


It's not so much an attempt to remove reaver play as it is to give the races a way to counter it. Maaaybe we went overboard with counters. We'll look into this.

I LOVE reaver play and we want to encourage it.

The ways to shut down the harass already existed before there was ever a thing called a Viper or whatever the Ghost ability you guys made was. There doesn't need to be hard counters. Reavers are already bad as is in PvZ compared to BW, too. Reavers melted Hydras in BW, and the splash doesn't seem nearly as efficient in Starbow.
Lopata
Profile Joined July 2007
Czech Republic42 Posts
March 06 2014 11:37 GMT
#5039
http://www.twitch.tv/esubalopata online now,hope i will find some games
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 06 2014 11:54 GMT
#5040
I watched destiny's stream for like four hours and I didn't see a single reaver.
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.
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