Starbow - Page 340
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Kireak
Sweden358 Posts
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AdrianHealeyy
114 Posts
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-Dustin-
United States717 Posts
On July 27 2015 03:49 AdrianHealeyy wrote: Where can I find the vods of last night's tournament? https://www.youtube.com/user/Isaksen85 Go to his recent uploads. They don't appear to be uploaded in order though. Also, http://www.twitch.tv/sc2_starbow/profile Highlights or you can go to the entire recent broadcast. | ||
AdrianHealeyy
114 Posts
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Xiphias
Norway2223 Posts
I want this post to get some attention, so I am copying over here from the starbowmod forum: Ok, some more changes to the testmap: Zerg Macro - Recent BW vs Starcbow research has showed us that larva spawn rate in BW was not correct in liquipedia (it was the same as worker build time there. See more here: http://www.teamliquid.net/forum/brood-war/490596-larva-spawn-time). SO we changed it from 17 sec to 19 sec based on that. Eruptor - Movement speed reduced to 2. Volcanic Prupolser upgrade increased to 100/100 and 80 sec and now increases the movement speed by 50% (does not increase the range of attack anymore). - Eruptors can now shoot ground and air units without being burrowed. It has two attacks in the same style as the Goliath. The Air attack are 6 fire something shot in a volley that deals 7 splash damage each (with damage zones, 100/50/25) but they shoot at the point a unit was, and not at the unit, so moving against it is effective. The splash is so big, however that if you are within 6-7 range of the unit when you fly around, you will at least take 1-2 damage. - Ground attack is similar in style as the old roach fire-spit (just plain damage, no dot effect) and deals 16 damage. The current eruptor on live is somewhat accomplishing what we wanted but it feels unforgiving for air units to fly over them and the burrow effect makes them feel like a moving spore crawler that can root anywhere. There is more micro to them now, especially after the speed upgrade since you can move around after the volley of missiles have started. The ground attack makes them somewhat useful once the air threats are gone as well. These should hopefully accomplish the same as the old ones but feel more fair to both players and hopefully more fun to play with /against. The stats will be fine tuned if needed ofc. Ghost - Duration of seeker drone lockdown increased from 13 sec to 15. We are seriously considering removing the Merc and we felt that making ghosts slightly better would be a better way to encourage bio play instead of having 6 units on the barracks. Reaper - Unlocked at Ghost academy instead of fusion Core. - Health reduced from 90 to 80 hp. - G4 charges no longer damages buildings. These will probably still not do too well in any current builds, but now they are at least at a tech that is accessible in such a way that they might find a way in some new build. This is more about making them potentially useful instead of nerfing them to oblivion. Testmap names - Unit tester: Xiphias tester - Fighting Spirit: sbow FS v0.510 testmap - Circuit Breaker: sbow CB We have so few active players now that we are not afraid to make changes to make it better for a bigger player-base in the future, but we need your help. Please, play on the testmap and let us know. We are particularity interested in how the new larva time feels. We are worried it might nerf zerg macro too hard. | ||
Xiphias
Norway2223 Posts
Part 1: Part 2: | ||
Xiphias
Norway2223 Posts
We have actually been busy developing this game further. As stated before, the Starbow community is so small that we are not afraid of mixing things up a bit. We are also quite unhappy with many of the non-BW units and how little they affect the game, so we are testing some quite radical stuff. Also, since so few are playing on the testmap (or in general), we might patch more untested things into the game itself in order to get some broader feedback. Ghost Ghost seeker drone is spammy and offers little counterplay. We wanted ghost to make bio more viable, but also more interesting and positional. We are currently finding ourselves with bio having too many abilities to handle as well. So without further ado, here is a new ability for the ghost:
Before the screams of former SC2 players begin, let me assure you that this is not 100% the point defence drone from SC2. It does not have a timer, but it loses 4 energy per second (starts with 150). It also soaks up 10 energy per missile removed, but it dies once it runs out of energy. (It lasts 38,5 seconds if it does not soak up any missiles). It also only has a raduis of 4 (SC2 have 8) and it is on gorund with only 25 hp (zealots/marines can pick it off easily). It cost 100 energy from the ghost, requires an upgrade and replaces the seeker drone. What we see from initial testing is that it is a great tool to defend a choke and also to attack a choke. It is, however, horrible at trying to get a good push going. So the counterplay is to make sure you meet his army before he reaches your base. Remember, it only removes missiles, so marines, tanks, goliaths (vs ground) and any melee unit will be able to get their attack in. It will stop scarabs and be an interesting tool for bio to deal with protoss without shutting down any units, rather take control of an area for a small amount of time. The cloak has also been changed to be the same as in BW/SC2. Mostly because we have three different cloaks in teh game now. Wraith have the 25 energy + drain, banshee has the 5 sec burst and ghosts had this 20 sec (ish) timer cloak. This makes it able to cloak longer if it has a lot of energy. The speed boost from cloak is also removed. Merc I've mentioned several times that we were ready to scrap this unit. Well, lo and behold, I think we have found an interesting way to keep it. Mostly thanks to Kalevi. It seems that, with some tweaks, the merc is a really interesting unit for TvT and can make bio somewhat viable in TvT and still promote interesting gameplay. The changes:
This makes it much more mobile, but it can't do crazy rushes vs early-game toss. It can, however get into tanks and pick off stray ones. It has some really interesting interaction with vultures, but are countered by vultures by default. We are a bit worried that the best mech counter is to just turtle really hard, but we can't expect to find the optimal counter strategy from just a few people testing internally. So if that happens on a bigger scale, we might make some changes later. Stalker This is one unit that actually makes the game somewhat less diverse in the fact that it makes mutas much worse vs toss. We are going a bit radical here and testing it without an air attack. It get's some small buffs to ground as a compensation. It is light instead of medium, which makes it better vs explosive damage like hydras, but it has 14 concussive damage and not 12 plasma. Overall it makes them doe slower, but also deal less damage, so battles will be longer and not as binary. Since they no longer attack air, we wanted to change the model as the stalker model + attack really looks like it should be able to shoot up. We are currently using the adept model from LotV. This only has one attack instead of two, so that is also a small buff. Oh, and the range upgrade is now combined with goon range. Tanks I found the splash damage (thanks to SouL) from BW: http://wiki.teamliquid.net/starcraft/Talk:Siege_Tank and converted this to SC2 values + added the same offset that BW had, and it worked! Has been added to the testmap and is a nerf. it will no longer hit 3 goons with 100% damage, but it will "undershoot" as to hit two dragoons if they are one in front of another and you target the one in the back. Same if you attack two tanks in the same position. Reaper We are still really unsure what to do about reapers. They are currently on ghost academy tech and the g4-charges cannot hit buildings (on the testmap). It makes it possible to incorporate them into a build now, but it's hard to see what build they would actually work in. Also, the g-4 charges feels a bit spammy. With 6 units on the barracks and the mercs finding a new home in TvT, we might remove the reaper. Banshee Same as reaper. Now, it is a less useful wraith, but with more damage vs ground, which is rarely better. We are trying haywire missiles on the on the testmap. It is interesting, but meh. Hard to make a unit which should deal decent air to ground before T3. We are very open to ideas here. If we remove it and reaper, then we only really have merc as new unit for terran which kinda sucks. Well... the ghost is very different from BW with pdd though. | ||
Xiphias
Norway2223 Posts
![]() Patch 1.12 If we had 50 active players and 10-15 players helping us test changes on the testmap then this patch would probably look very different. We are in a state where we have very few players and little development help. This results in changes that are not as tested and true as we would like and makes the whole game a tad more experimental. We will keep a close eye and patch quickly if some of the more radical changes have unintended consequences. Terran
Protoss
Zerg
Things we are still looking into.
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Ej_
47656 Posts
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Xiphias
Norway2223 Posts
On August 12 2015 04:17 Ej_ wrote: Does the scarab change means that now DS blocks it...? Nope. But I had to test it. | ||
Sogetsu
514 Posts
Also for TvP, I need to test if MERC is good vs early Dragoons... | ||
Sogetsu
514 Posts
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Xiphias
Norway2223 Posts
We know why the website is down, but it might take a while to fix (won't go into details here): I suggest we use this forum and https://www.reddit.com/r/Starbow/ as a "forum" meanwhile and hang in the "Starbow" chat channels on EU and NA if you are looking for people to play with. | ||
Sogetsu
514 Posts
Also, I don't like and never liked Redit, I think I never do... So I will see you ingame chat or ask things over here =P Xiphias, I remember reading a thread on SPANISH about how to ladder in StarBow, made by you? Could it be? I am going to write an article for a LatinAmerica fansite of SC2 about StarBow soonish, but I was waiting to see if the Stalker comes back or not, because it makes people feel "around friendly units", and also any other changes, because even the Wiki is kinda outdated with the last patch. If there are something being test tell me to wait a little, if not I am gonna start it with the game as it is now. I am not going to "hype" the game (as much as I am liking it and the FPVODs you guys are posting) but I am going to explain the differences between StarBow and StarCraft2 mainly, with some BroodWar references (because I didn't play BroodWar) | ||
Xiphias
Norway2223 Posts
We are experimenting with a protoss gateway unit. How similar it will be the old stalker is hard to say, but it won't be exactly like it was before. Yeah, wikia needs to be updated again. I just bought a house so me and my family is really busy fixing our apartment for sale and then move to the new place after we sell this place, so I don't have that much time for Starbow the coming weeks ![]() | ||
Sogetsu
514 Posts
At least I will explain a lot of things needed to know to new players if they wish to try StarBow, so they don't blame it as the guy on the thread theother day in the ZvT I saw posted lol | ||
Xiphias
Norway2223 Posts
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squanzo
68 Posts
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LuckyGnomTV
Russian Federation367 Posts
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Xiphias
Norway2223 Posts
On August 24 2015 02:12 Xiphias wrote: I was about to post something about that. We know why the website is down, but it might take a while to fix (won't go into details here): I suggest we use this forum and https://www.reddit.com/r/Starbow/ as a "forum" meanwhile and hang in the "Starbow" chat channels on EU and NA if you are looking for people to play with. This | ||
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