Starbow - Page 302
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SmileZerg
United States543 Posts
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KyonEXE
United States11 Posts
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Xiphias
Norway2223 Posts
http://www.teamliquid.net/calendar/2014/06/#event_22907 | ||
TaShadan
Germany1960 Posts
On June 28 2014 06:33 HeyImFinn wrote: Artosis and IdrA were borderline the same person in Brood War. Playstyle and in manner. Yes it was the same in BW when they played for [Media]. | ||
Xiphias
Norway2223 Posts
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404AlphaSquad
839 Posts
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mderg
Germany1740 Posts
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NovemberstOrm
Canada16217 Posts
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Xiphias
Norway2223 Posts
On July 04 2014 11:50 NovemberstOrm wrote: A starbow name-space has been created on Liquipedia SC2 where all Starbow pages will go(in the process of moving them as we speak), should make things more organized. Great! Let us know when its done. Novermberstorm helping the project worked on by decemberscalm, coincidence? I think not! | ||
decemberscalm
United States1353 Posts
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Sikian
Spain177 Posts
On July 04 2014 11:50 NovemberstOrm wrote: A starbow name-space has been created on Liquipedia SC2 where all Starbow pages will go(in the process of moving them as we speak), should make things more organized. *dancing* A stOrm recognizes us! | ||
Xiphias
Norway2223 Posts
http://www.twitch.tv/sc2_starbow | ||
Xiphias
Norway2223 Posts
Read more here: http://www.teamliquid.net/forum/general/461149-starbowmodcom-needs-programming-help | ||
Deleted User 97295
1137 Posts
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Xiphias
Norway2223 Posts
http://starbowmod.com/forum/showthread.php?tid=536 Patch for 6th of July 2014 Protoss
Terran
Zerg
Bugs
Explanation First off, the Chrono boost nerf: here we wanted to give the other races a little more leeway in the earlygame. From a lot of testing and forum feedback we agreed Protoss was very flexiblein the early game due to Chronoboost. Particularly in TvP we noted the early game felt very passive, due to a 1 Gate Protoss building able to halt any early game push by reactively chronoing Dragoons and crushing Terran's army in mid-map. Ideally with this change we'll see more early-game pressure from a meching Terran. Along the same lines, the increased damage point on Dragoons gives Terrans an easier time pushing forward with Marine/Tank, and performing those cool mine surrounds on small groups of Dragoons. The "Energize" spell which gives Protoss the ability to transfer its shields to other units, was added to encourage more micro-able defense/offense using Gateways units. Things like Stallker harass, 2 Gate Zealot builds are cool to see (and suffer from the Chrono nerf), and with the ability to throw down a proxy Pylon to recharge your units, that kind of pressure becomes a lot more viable. Something we noted from BW was that non-Stargate builds in PvZ became very unpopular in the later years due to Protoss' inability to scout without a fast Corsair, and the distress of trying to defend Muta harass with Archons. So with the earlier Hallucination changes and the ability to heal up Archons, PvZ should be open to a lot more options. The changes to the Reaper's charges is intended to give more oppurtunities to pull off fancy micro moves, such as luring Zerglings into charges before jumping down cliffs, or harassing mineral lines. The old Reaper seemed to heavily dictate early game TvZ: getting Queen or slow Zergling hits on Reapers was almost futile as they returned with full health, so Zerg was forced to rush for Metabolic Boost/Hydralisks every game to deal with Reapers. With this new redesign we hopefully see more room for interesting harassment without forcing Zerg down a certain path. The Viking was in a weird spot where speed-upgraded Vikings completely shut-down Mutalisks due to their ability to chase with the moving shot trick, and as such Mutalisk harass felt like a very do-or-die strategy. Thus we decided to change the Viking attack to something similar to a Valkyrie's - where the Viking loses its driving force and can only glide whilst shooting. From our testing this creates for a more interesting interaction between Vikings and Muta/Scourge where Vikings act as more of a vulnerable support unit instead of being "the solution" to Mutalisks. Roachling: the idea behind this unit/Roach redesign came from the idea of burrowed harassment in SC2; Infestors and Roaches sneaking around, disrupting mineral lines and so on, we found that sneaky part of SC2 Zerg really fun and unique to the race. In our testing the Roachling had a very unique and cool control to it; burrowed and rushing towards key units, unburrowing and sniping them, burrowing and zipping away. Versus Mech in particular the Roachling was a fun way to find holes in the super passive Terran mech style; sniping stray Tanks, abusing Tank friendly fire splash, pulling massive mine drags and so on. One thing we did note was with large numbers of Roachlings was that it it felt too effective at sniping off key units and escaping unscathed, and with Dirtybag's suggestion we added a unique feature to Roachling where it loses a fraction of its speed when hit, adding more risk when attempting to snipe a unit from a big army. The Nydus changes are intended to encourage more Nydus use both for aggression/harassement and base defence. The main worry was the ability to plant a "Brood War" Nydus Canal in someone's base would be incredibly unforgiving due to the huge unload speed and units like Defilers and Lurkers, so we considered upgradable Nydus Worms which operate the same way for defending bases without being able to pop up in someone's main base so quickly. The Baneling is admittedly the least tested change within this patch; the idea that Banelings could act as more of a support unit for more core units like Hydralisks and Zerglings seemed an interesting idea and so we decided to push it into the game and see the results on a larger scale after testing it for a handful of games. The future This was probably the last patch with new units. We want to focus more on fine-tuning now rather than experimenting with new stuff. There are some things we are looking at though. We are still not satisfied with the Viper's parasitic domination design wise. It seems to be more balanced now with the last patch, but it's just a poorly designed spell. The problem is finding a good replacement, we've had a lot of ideas, but none has "hit home" yet. Another issue is stim. Zerglings now have BW stats, which may be a tad too strong, but stim is no where near BW values. We are going to test some changes to stim and might patch this if we find better stim values than we currently have. Along those lines is the heal rate of medics as well which we will test. We also see the ghost may be too good in TvT, but this is very early to say. We'd love to see TvT and TvP evolve around both mech and bio and we'll only make chances if TvT becomes ghost vs ghost for a longer period of time. | ||
404AlphaSquad
839 Posts
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Ramiz1989
12124 Posts
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Deleted User 97295
1137 Posts
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404AlphaSquad
839 Posts
On July 07 2014 02:47 Laertes wrote: People should stream so we can see the new stuff in action! yeah especially since i cant play atm for 2 weeks. | ||
royalroadweed
United States8301 Posts
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