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Starbow - Page 322

Forum Index > SC2 General
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 06 2014 23:02 GMT
#6421
Also, Monday night Starbow #1 is starting now!

http://www.twitch.tv/sc2_starbow
aka KanBan85. Working on Starbow.
Espers
Profile Joined August 2009
United Kingdom606 Posts
October 06 2014 23:10 GMT
#6422
sweet
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2014-10-06 23:16:38
October 06 2014 23:15 GMT
#6423
Any way to get MNS listed on TL events?
T P Z sagi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 06 2014 23:36 GMT
#6424
On October 07 2014 08:15 purakushi wrote:
Any way to get MNS listed on TL events?


Yes, but it needs a liqupedia page for it
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-10-08 06:48:16
October 06 2014 23:36 GMT
#6425
Copied over from last page since it disappeared right away.

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
  • Stalkers gain +2 attack from each weapon upgrade.


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.


Long and boring explanation VOD as promised:



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.
Hider
Profile Blog Joined May 2010
Denmark9436 Posts
Last Edited: 2014-10-06 23:45:13
October 06 2014 23:44 GMT
#6426
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.


Cool, how well can it do moving shot now? Is it getting closer to BW?

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.


Something that I think could encourage more burrow-usage of the Infestor is to get rid of creep-speed boost while burrowed. Perhaps, even make it faster while burrowwed than not burrowed in order to (A) give it a unique feeling and (B) incentivize Infested-terran harass, which I actually think is one of the better deisgned spells in Sc2.

Nullward duration reduced from 120 sec to 25 sec.


I wonder why you specifically went for this solution compared to other changes such as removing invisibility, lower projectile speed etc.
WombaT
Profile Blog Joined May 2010
Northern Ireland26912 Posts
October 07 2014 00:36 GMT
#6427
Been a while since I tuned in, impressed with how polished things are looking these days you folks have done a great job.

Will hopefully get some games going when I get my PC back in working order r
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vehk
Profile Joined December 2010
United States151 Posts
October 07 2014 20:33 GMT
#6428
On October 07 2014 08:36 Xiphias wrote:
Show nested quote +
On October 07 2014 08:15 purakushi wrote:
Any way to get MNS listed on TL events?


Yes, but it needs a liqupedia page for it


I actually looked into that, and according to TL guidelines, an event has to be worth $50 in prize money in order to be listed on the TL calendar. MNS Open Events are only at $25

I might make liquipedia pages for the events if I find the time... of course if anyone wants to take it upon themselves to do that, the results page is right here...
Organizer, Administrator, and Caster of Monday Night Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 08 2014 06:49 GMT
#6429
Made a VOD to explain the patch. Nothing fancy, just me reading and talking.

https://www.youtube.com/watch?v=fMLAKM8uyP4

Also, new cast!

aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 08 2014 16:30 GMT
#6430
About nullward:
Its not about getting SV.

Terran dont know how many sentinels protoss makes. If its 1stargate or 2.
When should terran get goliath range? How many goliaths are needed?

There is no reliable scouting for terran until scan is rdy. And then terran needs to scout or have it as a detector. Its still
not 100% reliable scouting.
There are only 2charges of scan, why cant it have 4?

I have tested the different Nullward's on testmap with franscar and tbh, it doesnt feel right, but not because the design feels bad. I feel it just needs more refinement and tweaking.
Nullward doesnt feel fun vs zerg or protoss.

I still feel the sentinel is not used in direct combat. Protoss need some micro, the nullward can make that happen but not if it is as boring as it is now.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 10 2014 08:40 GMT
#6431
Foxxan, please test PvT now with the 25 sec nullward. It's probably still boring but it would be nice to get some feedback if you feel it changes the dynamic at all.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9436 Posts
Last Edited: 2014-10-10 13:37:39
October 10 2014 13:32 GMT
#6432
@ Nullward.

I guess the 3 areas I am looking at are:

(1) Balance it around manual casting still being in the game by reducing projectile speed alot but increasing AOE. This way the protoss player can cast the Nullward on a an enemy unit and enemy has time to counter-micro (by splitting) vs it.

(2) Perhaps also get rid of stealth, or at least test how it feels without it, and balance it around being less "gimmicky" by increasing the casting range.

(3) increasing its utility during battles by reducing setup time a bit.
WombaT
Profile Blog Joined May 2010
Northern Ireland26912 Posts
October 10 2014 14:08 GMT
#6433
Mutas look pretty good if the last weekly was played post-changes
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Daeracon
Profile Joined March 2011
Sweden201 Posts
October 10 2014 14:09 GMT
#6434
Wow, that is a lot of changes! Hope I can get online soon and find a game to find out.

Does the 12.5% speed increase make storm really powerful? Or is it not so noticeable?
You can't use your breaks to get over a hill
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 10 2014 14:42 GMT
#6435
On October 10 2014 23:09 Daeracon wrote:
Wow, that is a lot of changes! Hope I can get online soon and find a game to find out.

Does the 12.5% speed increase make storm really powerful? Or is it not so noticeable?


Hope to see you online! I don't feel it is that noticeable.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 10 2014 18:53 GMT
#6436
Tiny Patch 0.502 (0.501 was worker attack speed fix and a small aesthetic fix)

- Spider mines should now target an enemy correctly even if they are close to enemy workers.
- The Kyldarian Citadel upgrade animation now completes as the upgrade is completing and not after.

Thanks to Franscar and Ahli for helping with the bug fixes.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 10 2014 19:12 GMT
#6437
Xiphias
Why is kkyldarian citadel still on hotkey "k"?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 10 2014 19:14 GMT
#6438
dang, forgot that. Which hotkey would be best?
aka KanBan85. Working on Starbow.
404AlphaSquad
Profile Joined October 2011
839 Posts
October 10 2014 19:34 GMT
#6439
its khaydarin citadel xiphias
aka Kalevi
purakushi
Profile Joined August 2012
United States3302 Posts
October 10 2014 19:39 GMT
#6440
On October 11 2014 04:12 Foxxan wrote:
Xiphias
Why is kkyldarian citadel still on hotkey "k"?


I think 'd', 'r', or 'y'' should be fine, if they are not in use.
T P Z sagi
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