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While we wait for Starbowmod.com to come back online, I guess we can move back here.
I changed Erupt somewhat on the testmap.
It does not cost energy, but each Eruptor has 2 charges with a 5 sec cooldown.
After the Erupt pushes units away it creates an area with lava that lasts for 10 seconds where the erupt hit. This area deals 20 explosive damage every second to any units (including the casters units) within it. It can no longer cast it while burrowed.
This is probably not an optimal spell, but here is the general idea:
Zerg has a couple of space control tools, such as lurkers and dark swarm (and lurkers + dark swarm ), but lurkers maaay be lacking a bit in controlling more open spaces and dark swarm is later tech. This ability is meant to be a weak supplement to lurkers, and can probably be used in other settings as well. Keep in mind that this ability is on a unit with a very different main purpose so it can't be too strong.
It would be optimal to have this ability also open up for some countermicro other than units moving away. That would require it to potentially be more like a spider mine where the damage is only a potential that can be picked off in certain situations.
So this is probably not an optimal ability, but it should be enough to get an impression on how it works as space control (and whatever other aspect the player can conjure)
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20 dmg every second, wow that is same dmg as psi storm in sc2. i know its explosive but still. i know that at the moment errupt does not push back sieged up tanks, so to put it short the ability kills every siege tank it lands on.
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only me worried about eruptors+guardians in zvp?
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well, it's a concept, values can be altered. Oh, and the cast range should probably be shorter, which should make it worse vs tanks. Also, for the late-game scenario, remember that they only have 2 erupts per Eruptor.
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I agree some sort of terrain-control would fit the Eruptor well. This "pushing" mechanic is a bit it has is a bit strange, and it doesn't seem to really push units far at all anyway. This seems like a better direction.
I watched a stream a while ago and that flame-trail spell that was tested on the Firebat ages ago would fit you're describing perfectly. To create a long line DoT over open terrain would be an interesting 2nd function to the Eruptor. Opening Eruptors vs Corsair/DT builds would give you a bit of micro-able defence vs the DTs.
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Think I'll be tuning in to my first one! HYPE!
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dirtybag is such a dirtbag.
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These fast Mutas in TvZ man. Might be too strong to hold off.
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Patch 1.1 - First balance patch since release.
General
- Units affected by pathing is now also slowed down by 20% for a short duration. This makes the pathing more effective.
- Most bug's reported since last patch have been fixed.
- Aesthetic improvements to many weapons and unit. Golaith's missiles after range upgrade, Battlecruiser's laser, Siege tank in siege mode shot, Eruptor's shot before and after range upgrade and new Sentinel model. (Now I need to update so many things .. )
Terran
- Vultures now have a small pathing to them. Their pathing was completely removed earlier since they would behave oddly when trying to stand still because of it. It's been worked on and hopefully improved.
- Dropship's attribute "medium" changed to "armored". Most AA units deal explosive damage so this is a nerf. Warp prisms have gotten the same treatment. Overlords are already armored.
- SCV life increased to 60. Back to BW value. Terran was taking too much economic damage from reaver and mutalisk harass.
- Science vessel supply down from 3 to 2.
Protoss
- Corsair damage increased from 4 to 5. We thought it was 5 for a long time until we discovered that the data in the editor was set wrong. We did test 5 damage for a while to make sure such a buff would not break anything. It seems fine.
- Stalker blink is back to being instant. The direction blink was only causing frustrations.
- Warp Prism attribute "medium" changed to "armored". It gains +40 shields in phase mode.
Zerg
- Scourge attack priority lowered, making it easier to snipe air units if you distract opponent units with other units.
- Defiler supply down from 3 to 2.
- Hydralisk range upgrade cost increased from 100/100 to 150/150.
- Lurker burrow time increased from 1.8 sec to 2.0 sec.
- Lurker spike speed slightly reduced to allow for cool "Boxer" marine micro.
- Mutalisk range decreased from 3.25 to 3.
- Plague energy cost increased from 125 to 150. This is something that should have been done when it got the BW damage and time values since this is the BW energy cost.
Other stuff that will probably change later on
Sentinel. Design is good, but current values encourage gameplay that was not really intended and is not fun for either player. Some values may change as a redesign, not as a strait up nerf.
Viking. I recently learned that BW vikings splash zones were the same as a corsair (for the missiles). They are much bigger in Starbow, AND it is easier to micro it (compared to a Valkyrie) AND it can land. I am sensing that this unit might need some small tweaks in the future.
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On July 01 2015 04:47 Xiphias wrote:
Other stuff that will probably change later on
Sentinel. Design is good, but current values encourage gameplay that was not really intended and is not fun for either player. Some values may change as a redesign, not as a strait up nerf.
gameplay that was not really intended and is not fun for either player. not fun for either player. either player
[citation needed]
Nice changes overall, but im really worried about the scourge thing.
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On July 01 2015 06:48 NasusAndDraven wrote:Show nested quote +On July 01 2015 04:47 Xiphias wrote:
Other stuff that will probably change later on
Sentinel. Design is good, but current values encourage gameplay that was not really intended and is not fun for either player. Some values may change as a redesign, not as a strait up nerf.
[citation needed] Nice changes overall, but im really worried about the scourge thing. It's definitely fun for the protoss player
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If my computer and Internet weren't garbage I would make the effort to play this every day, this mod is far superior to SC2 in every way.
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ALLEYCAT BLUES49349 Posts
are there any upcoming tournaments other than the weekly MNS?
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It's "Saturday Night Starbow" during the summer as Vehk is busy. Next one will be 11th of July. Hopefully we can trow in some extra events too once in a while.
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YaSoKuul has made a cool micro challenge map named "Starbow Master"
Search for it on the arcade, it's a LOT of fun and very clever.
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Patch 1.11
First of all. Big shout out to Kireak, ZzZ and Kalevi for doing a lot of game development help lately. Also thanks to much help and feedback from TRB (basically discovered the eco differences) Moejong, Moxielegend, Dirtybag, Teddybear and others.
General
- Worker mineral harvest time reduced from 5.85 to 4.95.
- Worker gas harvest time increased from 2.0 to 2.1.
Terran
- Spider mine damage vs armored units increased from 124 to 125 (typo in editor).
Protoss
- Sentinel max energy increased from 100 to 200. Null ward energy cost increased from 50 to 75.
- Null ward movement speed reduced by ~50%
- Null ward damage changed from 30 normal to 50 explosive*. Null wards now also deal friendly damage.
- Null ward radius reduced from 0.5 to 0.1. This makes it so if you spam null wards in one place they won't perfectly form a grid, but rather almost stack on top of each other. This is to make it harder to space them out nicely.
- Observer starting vision reduced form 10 to 9
- Phase shift research now gives +2 vision to observers.
Zerg
- Overlord vision reduced from 10 to 9.
- Evolve Pneumatized Carapace (speed upgrade for overlords) gives +2 vision to overlords.
* This is not 100% explosive damage as it does not always do full damage to shields. This is not what we wanted, but the SC2 engine has some trouble with dealing 100% damage to shields and then not dealing 100% damage to life. We had to adjust it somewhat so that 2 null wards would kill other null wards and so that one null ward did not kill a probe. The result is that non-armored protoss units with more than 50 shields do not take 100% damage to their shields.
The economy changes are there to bring the Starbow eco closer to the BW eco. We regret making such a change when build orders and guides are starting to be developed as we hoped this would not happen after beta release. This is a mistake from the development of the game as the eco should have been closer to BW before release. Hopefully we'll not make any more such changes in the future that changes the build orders in such a drastic way.
There are some slight differences still between SB mining and BW mining that people need to be aware of. Let's say you have 9 mineral patches in one mineral line. The initial 9 workers will mine slightly more effective in Starbow compared to BW (about 4-5% more). The next workers you add will be slightly less effective compared to BW. So the Starbow economy, in a very slight way, will reward spreading out even more than the BW. Let me again emphases that these differences are very small, but in my mind, this makes zerg a tad stronger compared to BW since they are the race that has the easiest time expanding more and spreading out. We are also looking at larva spawn time which might be too fast as well, and we can use that to balance this I believe at some later time (probably next patch).
It is also important to note that this is not a buff to zerg overall as reducing gas income compared to minerals will make lurker and muta timings come later and help marine/zealot count and such.
Other stuff that will probably change later on There are MANY other changes we are looking at making, and this patch would have had more changes and come later had it not been for the fact that this eco change seems urgent.
We did NOT change the siege tank to match the testmap for now. This eco change will lead to less gas income overall and hence fewer gas heavy units such as siege tanks. We did not want to nerf them twice in the same patch. This smaller patch makes it possible for us to see how the game develops with the new eco before we make further changes.
Stuff we are working on: - Eruptor redesign. - Reaper changes. - Banshee changes. - Some change to the easiness of zerg to plant spine crawlers outside of a FFE protoss base. Either a change to overlord creep generation or some change to the pine crawler root time. - Some slight, but potentially important difference in larva spawn time with BW vs SB, see: http://www.teamliquid.net/forum/brood-war/490596-larva-spawn-time
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