On September 02 2014 19:14 Foxxan wrote:
I wanna see 25%
I wanna see 25%
15% doesn't seem to be too much at least. Definitely feels much more exciting to watch now.
Forum Index > SC2 General |
Hider
Denmark9341 Posts
On September 02 2014 19:14 Foxxan wrote: I wanna see 25% 15% doesn't seem to be too much at least. Definitely feels much more exciting to watch now. | ||
Xiphias
Norway2223 Posts
http://day9.tv/d/Day9/day9-daily-727-starbow-zvt-analysis/ This may bring some more players to the ladder. I suggest that as many as possible try to be online on the ladder tomorrow so new players can easily find opponents. | ||
Sikian
Spain177 Posts
Yeah, I said it. | ||
-Archangel-
Croatia7457 Posts
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404AlphaSquad
839 Posts
On September 03 2014 22:32 -Archangel- wrote: That is in one day and 12 hours. And it will be in the middle of night for anyone in EU. Sacrifices must be made! | ||
ablagesys
Austria18 Posts
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Sikian
Spain177 Posts
On September 05 2014 01:51 ablagesys wrote: hey, i hopy someone can answer my question. I read in the first post starbow has more position battles and battles are spread over larger areas. I wonder how this is actually archieved, i think it sounds very interesting (i havent played starbow yet). Afaik, the most important change for this to happen was the pathing. Units no longer clump together as they have a small chance of walking diagonally if there's a unit in front, making them spread out. Decemberscalm can explain this further ![]() | ||
404AlphaSquad
839 Posts
On September 05 2014 01:51 ablagesys wrote: hey, i hopy someone can answer my question. I read in the first post starbow has more position battles and battles are spread over larger areas. I wonder how this is actually archieved, i think it sounds very interesting (i havent played starbow yet). Expansions are rewarded (you can have more than 3 for more income: for example: SC2: 50 workers on 6 bases gives you the same amount of minerals than 50 workers on 3 bases. Starbow/Broodwar: 50 workers on 6 bases give you significantly more minerals than on 3 bases. There is a defenders advantage which means you can defend more bases with fewer units. Also units tend to be less snowbally. Overall there are an accumulation of reasons how this is achieved. | ||
ablagesys
Austria18 Posts
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Sikian
Spain177 Posts
On September 05 2014 02:09 ablagesys wrote: could you go into more detail ? sorry if im asking too much, but really intereted in this topic If you refer to the path finding, dec has a really nice explanatory video: Hope you like it! | ||
Xiphias
Norway2223 Posts
Like Alpha said, I think there are 3 major reasons: 1. Economy. Starbow reawrds mass expanion a lot more by needing less workers per base. 2. Pathing. This makes the units more spread out natrually. 3. Space control units. Lurkers, strong tanks, vulture mines, reavers, high tempars with crazy strong storm etc makes it easier to manage more open areas and spread out without being punished too bad for it. | ||
Grumbels
Netherlands7028 Posts
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Hider
Denmark9341 Posts
On September 05 2014 01:51 ablagesys wrote: hey, i hopy someone can answer my question. I read in the first post starbow has more position battles and battles are spread over larger areas. I wonder how this is actually archieved, i think it sounds very interesting (i havent played starbow yet). I think stuff like pathing and economy have a very much overrated effect on the overall amount of multitasking you see in the game. Rather, it comes down to a combination of unit-design and more symmetrical macro-mechanics which means that one race doesn't have a much stronger army in the midgame than the other race (such as zerg > toss in pvz). Toss/terran can move around on the map and be aggressive in the midgame but zerg can defend and survive due to lurkers/defilers. The Lurker is so well-designed that zerg can win a battle without killing the enemy army as the terran/toss forces can move out of range and live to fight another day. In TvP, however, it's pretty deathball'ish. At least untill the very late game. | ||
Xiphias
Norway2223 Posts
http://www.twitch.tv/day9tv | ||
eviltomahawk
United States11133 Posts
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Xiphias
Norway2223 Posts
On September 05 2014 11:48 eviltomahawk wrote: Sorry if this has been covered way before, but I'm curious as to why y'all changed the Dragoon to face its path of travel instead of the original crab walk found in BW, in the SC2 Immortal, and in older versions of Starbow? Good question. This has to do with the latest pathing in Starbow. Units in Starbow spread out more while moving than SC2. We've tried to do this in numerous was (mostly decemberscalm has been working on this) and the best way we could find has to do with facing directions. In order for pathing to work with the dragoon, it needed to have a facing direction, so we lost the "spider" movement ![]() It's basically cool movement vs good pathing, and pathing wins atm. If we could find a good way to do pathing AND have it move like a spider we'd be super happy. | ||
eviltomahawk
United States11133 Posts
On September 05 2014 13:57 Xiphias wrote: Show nested quote + On September 05 2014 11:48 eviltomahawk wrote: Sorry if this has been covered way before, but I'm curious as to why y'all changed the Dragoon to face its path of travel instead of the original crab walk found in BW, in the SC2 Immortal, and in older versions of Starbow? Good question. This has to do with the latest pathing in Starbow. Units in Starbow spread out more while moving than SC2. We've tried to do this in numerous was (mostly decemberscalm has been working on this) and the best way we could find has to do with facing directions. In order for pathing to work with the dragoon, it needed to have a facing direction, so we lost the "spider" movement ![]() It's basically cool movement vs good pathing, and pathing wins atm. If we could find a good way to do pathing AND have it move like a spider we'd be super happy. Ah, ok. Thanks for the answer. It's not a deal breaker or anywhere as intense as that, though it is a bit funky to see after being used to seeing the old spider walk for so long. The pathing in Starbow does look awesome nevertheless. | ||
Grumbels
Netherlands7028 Posts
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phyvo
United States5635 Posts
On September 05 2014 13:57 Xiphias wrote: Show nested quote + On September 05 2014 11:48 eviltomahawk wrote: Sorry if this has been covered way before, but I'm curious as to why y'all changed the Dragoon to face its path of travel instead of the original crab walk found in BW, in the SC2 Immortal, and in older versions of Starbow? Good question. This has to do with the latest pathing in Starbow. Units in Starbow spread out more while moving than SC2. We've tried to do this in numerous was (mostly decemberscalm has been working on this) and the best way we could find has to do with facing directions. In order for pathing to work with the dragoon, it needed to have a facing direction, so we lost the "spider" movement ![]() It's basically cool movement vs good pathing, and pathing wins atm. If we could find a good way to do pathing AND have it move like a spider we'd be super happy. I'm not really a modder, so I don't know exactly what's possible in this engine (or if this idea would be a big performance hit), but maybe you could make a "ghost" unit with the facing you need with a dragoon "graphic" unit on top? I suppose animations could be awkward, attacks especially, but for attacks maybe the "ghost" unit could actually have a visible animated "turret" that looks like a part of the dragoon graphic. IDK, just throwing out ideas based on fooling around I've done in other engines. | ||
BoX
United States214 Posts
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