On March 10 2014 20:22 Xiphias wrote: W does not work because Starbow is based off of the campaign dependency and not the multiplayer dependency. This way we have access to more models and such. I think this is the reason.
Just get used to one hotkey for gateways and one for warp-gates. It's as simple as that.
Ah yes, about gateway/warpgate problems, he said when you ctrl+click gateways the game selects both gateways and warpgates and not just one. He said it would be better if warpgates would be considered as a separate building.
On March 10 2014 15:22 Xiphias wrote: We don't add BW sounds because it makes the mod file bigger. The only reason we added the Hydarlisk spit is because it is already in the editor (from WoL Beta. It was the old drone attack sound in SC2 Blizzard had not added a unique sound yet so they just used the hydra spit from BW for the drone.)
Thats too bad. The science vessel death sound was one of my favourites.
On March 10 2014 15:22 Xiphias wrote: We don't add BW sounds because it makes the mod file bigger. The only reason we added the Hydarlisk spit is because it is already in the editor (from WoL Beta. It was the old drone attack sound in SC2 Blizzard had not added a unique sound yet so they just used the hydra spit from BW for the drone.)
Thats too bad. The science vessel death sound was one of my favourites.
I remember reading that lots of ppl added the German Stim sound to their Gamefiles...
also, I reaaaaaaalllyyy enjoyed the sound of the Siege Tank when it went into (or out of) Siege Mode, that was one of the best sounds for me. Also Goliath Ground Attack, pretty cool. Was pretty disappointed in the Sounds in sc2 :X Viking Ground attack doesnt sound nearly as cool as the Gol ground attack.
Also BW Storm actually sounds like a Storm ;D To me the sc2 Storm doesnt sound anything like a Storm / Lightning thingy. :o
But yeah, if the game files would be bigger that could make it very lame :<
edit: oh, I almost forgot: BW Dark Templar attack sounds are so awesome :D
On March 10 2014 15:22 Xiphias wrote: We don't add BW sounds because it makes the mod file bigger. The only reason we added the Hydarlisk spit is because it is already in the editor (from WoL Beta. It was the old drone attack sound in SC2 Blizzard had not added a unique sound yet so they just used the hydra spit from BW for the drone.)
Thats too bad. The science vessel death sound was one of my favourites.
I remember reading that lots of ppl added the German Stim sound to their Gamefiles...
also, I reaaaaaaalllyyy enjoyed the sound of the Siege Tank when it went into (or out of) Siege Mode, that was one of the best sounds for me. Also Goliath Ground Attack, pretty cool. Was pretty disappointed in the Sounds in sc2 :X Viking Ground attack doesnt sound nearly as cool as the Gol ground attack.
Also BW Storm actually sounds like a Storm ;D To me the sc2 Storm doesnt sound anything like a Storm / Lightning thingy. :o
But yeah, if the game files would be bigger that could make it very lame :<
edit: oh, I almost forgot: BW Dark Templar attack sounds are so awesome :D
On March 10 2014 15:22 Xiphias wrote: We don't add BW sounds because it makes the mod file bigger. The only reason we added the Hydarlisk spit is because it is already in the editor (from WoL Beta. It was the old drone attack sound in SC2 Blizzard had not added a unique sound yet so they just used the hydra spit from BW for the drone.)
Thats too bad. The science vessel death sound was one of my favourites.
I remember reading that lots of ppl added the German Stim sound to their Gamefiles...
also, I reaaaaaaalllyyy enjoyed the sound of the Siege Tank when it went into (or out of) Siege Mode, that was one of the best sounds for me. Also Goliath Ground Attack, pretty cool. Was pretty disappointed in the Sounds in sc2 :X Viking Ground attack doesnt sound nearly as cool as the Gol ground attack.
Also BW Storm actually sounds like a Storm ;D To me the sc2 Storm doesnt sound anything like a Storm / Lightning thingy. :o
But yeah, if the game files would be bigger that could make it very lame :<
edit: oh, I almost forgot: BW Dark Templar attack sounds are so awesome :D
tbh, nearly all sounds are better in bw by alot
you are right :> Im just pointing out the biggest disappointments for me i guess ;X
The observations that Lurkers are a tad weak seems to be common at higher level play. I think it has something to do with the attack animation. Maybe we need to make the AOE a bit wider, or make the animation faster, to allow Lurkers to hit more stuff. It certainly isn't the raw damage that is lacking.
Maybe do something like this: Lurker attack +50% width, +10% animation speed, +0.2 second attack cooldown.
Very nice comments. I just wish they wrote more than two sentences
More than one mentioned Scans coming too early. Maybe Scan should not unlock just with building Orbital but also after terran builds academy?
Also they mentioned Toss has problems with early scouting. Slower zerglings without ling speed could be a good change, ling speed seems to research faster than Sc2 anyways. Or giving probes faster shield regeneration so it can live longer?
On March 10 2014 02:36 Piy wrote: Also, I think a lot of problems in PvZ stem from not being able to scout with your probe. You need to 3 cannon blindly most of the time in the mu currently.
thats why I would like a third ability on the nexus like shieldbattery.
I would rather see unupgraded lings get reduced speed so they are a little less than workers. Or about the same maybe.
That way people have to adapt to their opponent rather than relying on yet another spell.
A while ago lings used to be able to miss attacks when left alone to auto attack probes, to explain better, if you right clicked a ling on a escaping probe the ling wouldn't be able to kill the probe because his attacks would miss every time. to kill the probe you would need to micro the ling.
I would really like to see that come back again, i think it was pretty neat tbh.
Wtf? Yes and lets remove MBS, multicasting and unlimited unit selection...
The unreliability was for an easier way to find balance, if you know a better way to allow toss to scout in the early/mid game please let the Devs know.
On March 10 2014 02:36 Piy wrote: Also, I think a lot of problems in PvZ stem from not being able to scout with your probe. You need to 3 cannon blindly most of the time in the mu currently.
thats why I would like a third ability on the nexus like shieldbattery.
I would rather see unupgraded lings get reduced speed so they are a little less than workers. Or about the same maybe.
That way people have to adapt to their opponent rather than relying on yet another spell.
A while ago lings used to be able to miss attacks when left alone to auto attack probes, to explain better, if you right clicked a ling on a escaping probe the ling wouldn't be able to kill the probe because his attacks would miss every time. to kill the probe you would need to micro the ling.
I would really like to see that come back again, i think it was pretty neat tbh.
Wtf? Yes and lets remove MBS, multicasting and unlimited unit selection...
The unreliability was for an easier way to find balance, if you know a better way to allow toss to scout in the early/mid game please let the Devs know.
Well same as in Sc2, let lings be marginally faster than probes.
On March 10 2014 02:36 Piy wrote: Also, I think a lot of problems in PvZ stem from not being able to scout with your probe. You need to 3 cannon blindly most of the time in the mu currently.
thats why I would like a third ability on the nexus like shieldbattery.
I would rather see unupgraded lings get reduced speed so they are a little less than workers. Or about the same maybe.
That way people have to adapt to their opponent rather than relying on yet another spell.
A while ago lings used to be able to miss attacks when left alone to auto attack probes, to explain better, if you right clicked a ling on a escaping probe the ling wouldn't be able to kill the probe because his attacks would miss every time. to kill the probe you would need to micro the ling.
I would really like to see that come back again, i think it was pretty neat tbh.
Wtf? Yes and lets remove MBS, multicasting and unlimited unit selection...
The unreliability was for an easier way to find balance, if you know a better way to allow toss to scout in the early/mid game please let the Devs know.
The easiest way of allowing protoss to scout early game is to make probes faster or zerglings slower. Like they were in BW. A lot of the early game balance in BW with forge fe hinged on Protoss being able to keep their probe alive. It was so good to eliminate scouting that zergs would get 9 pool and speed specifically to kill probes.
I think you'll have a tough time finding a better solution, but it would make the game a lot more balanced early on for Protoss vs hydra and ling bane all ins.
tbh i think 13 maps is too much, even with 4 vetos. It is cool that there are so many different ones, but you shouldn't force people to learn 9 different maps just to ladder. 5 or 6 is enough i think, but maybe that is just me^^
On March 11 2014 01:16 The_Red_Viper wrote: tbh i think 13 maps is too much, even with 4 vetos. It is cool that there are so many different ones, but you shouldn't force people to learn 9 different maps just to ladder. 5 or 6 is enough i think, but maybe that is just me^^
In Brood War, you had around 50 maps on ICCup and only specific maps were Map of the week/Map of the season that gave additional points, so having 13 maps isnt that big of a pool. Having 3-4 vetoes isnt that much either since in BW you could just opt out of playing any map you didnt want which in theory you could really veto 49 maps.
On March 11 2014 01:16 The_Red_Viper wrote: tbh i think 13 maps is too much, even with 4 vetos. It is cool that there are so many different ones, but you shouldn't force people to learn 9 different maps just to ladder. 5 or 6 is enough i think, but maybe that is just me^^
In Brood War, you had around 50 maps on ICCup and only specific maps were Map of the week/Map of the season that gave additional points, so having 13 maps isnt that big of a pool. Having 3-4 vetoes isnt that much either since in BW you could just opt out of playing any map you didnt want which in theory you could really veto 49 maps.
Didn't really matter when everyone just hosted fighting spirit/python anyways.
Some random highlight thoughts from the Starbow chat. + Show Spoiler +
Putting sc2 down isn't liked that much around these parts so I've double spoilered: + Show Spoiler +
[01:53:33] Kaos: really need the KR stuff up for Starbow imo [01:54:24] Kaos: f2p is such a massive draw and untimately i believe Starbow is a far superior game to sc2 so you would assume the KR region upon finding this out would start slowly shifting over [01:55:21] Kaos: i dont give a shit about blizzard or the wcs its a terrible system and it killed the scene, especially in KR [01:56:30] Kaos: i mean i cant even bring myself to watch sc2 anymore not even to support my favourite players because the game is so morbidly simple [01:57:13] Kaos: the basic mechanics that blizzard decided in their infinite wisdow to remove killed the game, full stop [01:57:47] Kaos: there is no fixing that shit everybody whos got their fingers crossed for LotV is going to be sorely disappointed [02:02:07] Kaos: i really feel like sc2 is the LoL of RTS [02:02:40] Kaos: fundamental gameplay mechanics were removed yet everybody ate it up likes its the greatest thing ever [02:03:46] Kaos: its taken a long time for everybody to slowly realise how truly broken and substandard sc2 is, it pains me watching shows like Meta where these pros rack their brains trying to figure out how to fix the game [02:03:55] Kaos: i dont know whether to laugh or cry [02:05:04] Kaos: no high-ground mechanic actually breaks my brain, you could almost equate it to the removal of denies in LoL [02:12:59] Kaos: The Starbow dev team has done the right thing and it's so funny they started over 2 years ago. Instead of picking out all the reasons why sc2 isn't as good as it could be and endlessly posting the ideas hoping that something would change, they decided to do it themselves. Because they knew all these step-down things we see in the 1 dimensional gameplay that exists in sc2 are caused by the removal of core mechanics + core unit designs. [02:14:32] Kaos: It's glaringly obvious regardless of whether or not the same staffers still reside at blizzard that THEY THEMSELVES HAVE LITERALLY NO CLUE what made BroodWar great despite having the resources to learn right at their fingertips ala the KR scene. [02:22:39] Kaos: i just remember one of the very first things Dustin Browder said was something along the lines of: "This isnt SC:BW, if you want that you can go play it." In other words; "We didn't look at what made BroodWar fucking amazing, INSTEAD we're doing a completely new game with the Starcraft name."
Anyways I love Starbow and I hope the scene continues to grow :D