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Starbow - Page 321

Forum Index > SC2 General
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Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-09-17 19:58:27
September 17 2014 19:50 GMT
#6401
http://urbanmonkey1.files.wordpress.com/2011/07/vintage-computer1.jpg

Brood War was made for monitors like that. With smaller screens you need to zoom in more to avoid looking at ants.

Starcraft 2 is made for a 1920:1080 resolution, so scope of vision needs to be larger.
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.
CapnAmerica
Profile Blog Joined November 2010
United States508 Posts
September 18 2014 02:52 GMT
#6402
I'm starting to get back into SC2, which means I'll also want to keep my eye on the SBow community again. What's a good time to get games on NA? EU?

I'll be happy to practice, get good again, and style on everyone.
After all this time, I still haven't figured out the correlation between sexual orientation and beating an unprepared opponent. Are homosexuals the next koreans? Many players seem to think it's an unfair advantage. - pandaburn
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 18 2014 07:56 GMT
#6403
Adressing the list:

Zerg having a hard time taking a third vs Terrans

I like the idea of the missile turret change. Giving the Zerg a bettter way of appying pressure seems more sustainable than just making it cheaper to take the third. Terran players are too good at finding timing attacks that do a lot of damage.


Critical mass of corsairs attained too fast
Slightly longer build time and some changes to turn rate/acceleration seems like the way to go. It is a problem if Scourge can't connect properly - also Scourge HP.


Critical mass of Science Vessel's (SV) attained too fast / too easy to irradiate everything quickly
Reducing the acceleration might be a good idea. It makes it much harder to use SV's, and makes them easier to snipe. They may even benefit from being even slower than in BW due to unlimited unit selection.
That being said, a build time increase would help a few other issues, such as the fact that the SV dominates production from Starports.


Zerg feels "thin" on unit variety
I maintain my stance that the Roach is a great unit design, that is hard to make work in the Zerg army.

I seem to remember someone suggesting introducing the Impaler (Zerg campain unit), and the Swarmhost has been tried before. Zerg could use a long range siege unit (as an alternative to the short range Lurker) - but it needs to avoid overlapping heavily with Lurkers, or fall into the trap of Swarmhosts (lets flood the map with free units yay).
This is a unit we might have to design from scratch, or at least be a heavy mix of several units - but it could be a fun addition.


Vipers are fairly useless, and consume makes any good spell we add to them IMBA
Consume on a mobile unit is a recipe for disaster. There is no way a unit like this can be allowed any strong spells. A better alternative is to remove consume and buff the Viper to compensate.

If we reintroduce Infestors - don't give them IT's. It makes Infesters too good generalists, and has a number of balance problems.


Null wards makes certain PvT styles force terran to turtle very heavily and leads to very boring and potentially imba gameplay in favor of protoss.
Either make them easier to counter (avoidable like mines), weaker or have shorter lifespan.
I prefer the route of making them easier to counter, but shorter lifespan in exchange for some slightly shorter deployment and stronger effect could make for an interesting combination. The shorter lifespan route also has the benefit of not making it the Protoss mine, but something different.


Stalkers still feel useless (not sure if I want to address this yet as Stalkers recently got a buff)
Then wait. We don't want the "blink goons" of the past to return. I think a good measure for effectiveness is if they can fight Vultures with mines and have the battle entirely be decided on micro.


Been a while since I participated in this thread.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-09-18 08:00:18
September 18 2014 07:56 GMT
#6404
@ Capn: Evening times seems to be the best. Asking for games on the ladder client also helps, but it seems a bit quite again these days.

@Zaphod. Dat post timing. I agree with a lot on that list. Thanks for contributing again!

In response to this post: http://www.teamliquid.net/forum/starcraft-2/440661-starbow-beta?page=320#6394

I made this spreadsheet so I can keep everything in one place: https://docs.google.com/spreadsheets/d/1i0DycXzv7gEep8UIcyUUr7Ham_RDit-Z_uwffFHZg6M/edit?usp=sharing

All are allowed to comment in the spreadsheet if wanted.
aka KanBan85. Working on Starbow.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2014-09-18 13:45:08
September 18 2014 13:44 GMT
#6405


This is a version of an alternative smartcastsystem we are considering.
aka Kalevi
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
September 18 2014 13:54 GMT
#6406
I actually really like that, lower level players can still storm with 1 control group, while at higher levels players can benefit more from controlling casters well
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-09-18 14:09:49
September 18 2014 14:03 GMT
#6407
Consume on a mobile unit is a recipe for disaster. There is no way a unit like this can be allowed any strong spells. A better alternative is to remove consume and buff the Viper to compensate.


In order to make this argument you would have to explain why there is some magical thing about consume that means you can't balance the Viper around it. Why can't the spells of the Vipers be buffed by 10% for instance, why would that break the game as you imply?

No such argument has been presented. In my opinion it's just been a confusion of correlation=/casuation. As an example that consume + mobility doesn't causate an impossible to balance spellcaster, look at the Defiler. It has much more mobile consume as it can use it anywhere on the map. The Viper is, however, more limited as it needs to go back to the base to get energy.

Yes, with Consume the Vipers abilities must be slightly weaker than they otherwise would be. But maybe that's -20% value and not -40% where it currently is at (note random numbers to proove a point).

Give the abilities of the Viper a small buff and see what happens. Consume is a on the other hand a great way of rewarding a strong mechanical zerg player, and should therefore be maintained in the game.

If we reintroduce Infestors - don't give them IT's. It makes Infesters too good generalists, and has a number of balance problems.

In Sc2, Infested Terrans + burrow is mainly a harass-ability. It's however a bit UP; but I think if Sc2 had got rid of creep-spread modifier to burrowed units and instead increased its movement while burrowed, then it would be used more.
But why would that be problematic in Starbow? If anything, it is what makes the Infestor unique from other ground-based spellcasters.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 18 2014 15:15 GMT
#6408
Why do we not call it: the Secret Superb Starbow Semi-Smartcasting System? (or SSSSSS for short, fit's well with BFFFFF...)
aka KanBan85. Working on Starbow.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
September 18 2014 15:50 GMT
#6409
On September 18 2014 22:44 404AlphaSquad wrote:
https://www.youtube.com/watch?v=SwB_afytNak

This is a version of an alternative smartcastsystem we are considering.

I do like it. Yes, it's silly and gimmicky and will alienate casuals etc. but if you're going to base your game on brood war and then have irradiate and a host of other abilities break your game then it's better to compromise maybe?
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.
404AlphaSquad
Profile Joined October 2011
839 Posts
September 18 2014 17:17 GMT
#6410
On September 19 2014 00:15 Xiphias wrote:
Why do we not call it: the Secret Superb Starbow Semi-Smartcasting System? (or SSSSSS for short, fit's well with BFFFFF...)


Too late I named it already :D
aka Kalevi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 24 2014 18:05 GMT
#6411
trb vs Franscar showmatch. Bo5 starting very soon over at: http://www.twitch.tv/sc2_starbow
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 24 2014 18:38 GMT
#6412
On September 25 2014 03:05 Xiphias wrote:
trb vs Franscar showmatch. Bo5 starting very soon over at: http://www.twitch.tv/sc2_starbow


Have to take a 60 min ish break. Should be back around 21:30 CET.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 24 2014 19:33 GMT
#6413
Back again http://www.twitch.tv/sc2_starbow
aka KanBan85. Working on Starbow.
[SC]Django
Profile Joined September 2013
Poland44 Posts
Last Edited: 2014-09-27 11:29:47
September 27 2014 11:22 GMT
#6414
Someone create, a map with Agria textures for 1v1 ?

http://img2.wikia.nocookie.net/__cb20101203085727/starcraft/images/7/76/AgriaValley_SC2_Map1.jpg

In StarCraft II ladder there was never, a map with this textures.
Please create great map for StarBow...
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 30 2014 20:25 GMT
#6415
Kantuva just made one. I might upload it later

Good news for all American Starbow players:

http://starbowmod.com/forum/showthread.php?tid=650
aka KanBan85. Working on Starbow.
Vehk
Profile Joined December 2010
United States151 Posts
October 01 2014 00:57 GMT
#6416
Thanks Xiphias!

Also check out these threads on Team Liquid:

Ongoing Monday Night Starbow Thread

Monday Night Starbow #1

Thanks everyone!
Organizer, Administrator, and Caster of Monday Night Starbow
PF1057
Profile Joined October 2014
Germany12 Posts
Last Edited: 2014-10-04 18:46:28
October 04 2014 11:12 GMT
#6417
I loved SC2 for being so interesting in view of analysis and strategy. But I enjoyed analysis (e.g. watching the Day9 Daily) actually more than playing the game. The playing feel was the downside of the game (compared to Broodwar, with more ground units in compositions, no blob-armys, etc.).
Starbow got me back to play more often, because it felt quite better to play, whilst the design was comparable interesting.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 04 2014 16:37 GMT
#6418
--- Nuked ---
PF1057
Profile Joined October 2014
Germany12 Posts
Last Edited: 2014-10-06 05:19:03
October 04 2014 17:16 GMT
#6419
It's not my game, I just like it. I actually thought this would be welcome. You seem to be really offended. Sorry for that.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 06 2014 23:01 GMT
#6420
Patch 0.5

Yes we are starting to name them by numbers now! :O

First off, huge thanks to Franscar, Decemberscalm and Ahli who helped a lot in the editor.

General
  • 12,5% added with values. The option to set speed in game lobby is now removed.
  • All ground units now have a more aggressive pathing.


Zerg
  • Mutalisks now have a new attack engine which overrides the separation and overkill bug. They now also spread out proportionate to the number of units in the control group.
  • Roaches are now added to the game. They can now burrow for as long as they want, and gain extra speed for the first 2 seconds after burrow. 150 life, 2 armor, 3 attack range, 14 damage, 1.11 weapon speed and 100/50 cost.
  • Scourge overkill time reduced from 0.25 sec to 0.15 sec, and they start with 1 armor.
  • Infestors added to the game. Vipers removed. Spells: Ensnare, Infested Terrans and neural parasite. Can cast Infested terrans and neural parasite while burrowed. The latter spell gets a shorter range while burrowed.
  • Queen enrage ability removed. Cost reduced to 100 minerals. Supply reduced to 0.
  • Nydus network cost reduced to 150 minerals. Nydus worm cost reduced to 100/50.


Protoss
  • Nullward duration reduced from 120 sec to 25 sec.
  • Scout damage reduced to 12.
  • Corsair deceleration set to 3.5


Terran
  • Science vessel deceleration set to 2.
  • Battle cruiser life reduced from 600 to 500.
  • Banshee range upgrade now only gives +1 (down from +2).
  • Viking speed upgrade now also increases the speed of banshees.
  • Spider mine unburrow time reduced. It should now be able to kill 2 dragoons who are a-moving if they don't have range upgraded.


Bugs
  • Some zerg units now have correct supply cost while morphing into other units.


I will make a VOD to explain the changes tomorrow.

Future:

This was a very zerg focused patch as they have both been under-preforming and felt bland. We still might do something more about banelings and continue to try to fix certain bugs with the spider mine.
aka KanBan85. Working on Starbow.
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