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Starbow - Page 52

Forum Index > SC2 General
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Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
January 16 2014 07:43 GMT
#1021
On January 16 2014 14:15 thepuppyassassin wrote:
Show nested quote +
On January 16 2014 14:09 Plansix wrote:
On January 16 2014 14:05 neoghaleon55 wrote:
On January 16 2014 14:01 Bagi wrote:
On January 16 2014 13:58 neoghaleon55 wrote:
man
I just realized
with patch 2.1 coming
Starbow will be FREE TO PLAY FOR EVERYONE!!!!!!!!

Yep, that could be one of its biggest selling points too.


Watch blizzard will back out of patch 2.1 because they realize starbow would destroy them.

It will stop people from playing WoW, Hearth Stone, buying the D3 Expansion and LotV?

On January 16 2014 14:07 thepuppyassassin wrote:
On January 16 2014 13:55 Plansix wrote:
On January 16 2014 13:50 Cheren wrote:
On January 16 2014 13:48 Plansix wrote:
On January 16 2014 13:35 thepuppyassassin wrote:
Huh.. One guy did this? What an embarrassment to the SC2 development team..

Oh nvm read the credits. Embarassment? I'd still say so.

I am pretty sure they Blizzard is just fine with this mod being out there. But people will think what they will.


I think when the editor was announced they said they hoped people would recreate Brood War in the editor, I think if anything they're pleased they were right about the power of the editor.

Yeah, I don't really get people who think Blizzard would feel threatened by any user made mod.



Well conceptually, If you create something and constantly tell people that it is as good as it will get or at the very least must remain the way it is, meanwhile someone with limited time and resources is able to take the thing you created and make it so that people actually like it. It might very well inspire feelings of inadequacy. Does that help you understand?


They even have an Esports dog.


Oh you are good... very good.



I don´t think that they have a problem with that. They made clear multiple times that they like SC2 and want it to be how it is. Also if they don´t want something like that they would have limited the editor to map making only.

The community and communication that is required to play is a nice touch than battle.net 2.0. You actually get to chat with people before you even start the game. That keeps me playing more than normal ladder matches.


I have done exactly the same observation. The channels are full of nice people that answer almost every question, i never run into a unfriendly guy and it is overall way more relax.
NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2014-01-16 07:44:51
January 16 2014 07:44 GMT
#1022
I like how every race seems borderline broken when Idra plays them.

For anyone who has missed it here is the VOD:
http://www.twitch.tv/idrajit/b/495492022?t=115m10s
sorry for dem one liners
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-01-16 07:56:50
January 16 2014 07:55 GMT
#1023
On January 16 2014 15:28 bo1b wrote:
Show nested quote +
On January 16 2014 14:51 Meepman wrote:
Jesus Christ, the community in this game is actually so positive.
Every game today I played started with "GL HF I LOVE THIS MOD LOL AMIRITE?" or some toned down version of that. It's so refreshing :')

Amazing how people are more upbeat and positive in games that are enjoyable isn't it?


True, but the lack of an anxiety inducing ladder environment could also have something to do with that.

I am looking forward to playing a few games over the weekend. It's been a busy week work-wise, and I have not had the time or the inclination to ladder (apart from a handful of games) or try out Starbow.
KT best KT ~ 2014
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
Last Edited: 2014-01-16 08:01:46
January 16 2014 08:01 GMT
#1024
Can't wait for the Razer tournament!
"Having your own haters means you are famous"
Vindicare605
Profile Blog Joined August 2011
United States16124 Posts
January 16 2014 08:06 GMT
#1025
On January 16 2014 15:23 SCST wrote:
The only downside to watching Starbow for me thus far is that I'm finding it hard to get back into watching SC2 . . .

Anyone who hasn't seen QXC vs Sasquatch today should watch the vod btw - game 4 was insane.


It wasn't even that good of a game TBH.

QXC was dead from about 10 minutes onward unless Sasquatch made ENORMOUS mistakes. Most people were blissfully oblivious to that though.

aka: KTVindicare the Geeky Bartender
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-01-16 08:23:05
January 16 2014 08:17 GMT
#1026
On January 16 2014 17:06 Vindicare605 wrote:
Show nested quote +
On January 16 2014 15:23 SCST wrote:
The only downside to watching Starbow for me thus far is that I'm finding it hard to get back into watching SC2 . . .

Anyone who hasn't seen QXC vs Sasquatch today should watch the vod btw - game 4 was insane.


It wasn't even that good of a game TBH.

QXC was dead from about 10 minutes onward unless Sasquatch made ENORMOUS mistakes. Most people were blissfully oblivious to that though.



That's, unfortunately, been my observation of the vods I have watched. A lot of rah-rah-rah over not much really.

Anyway, I am glad that people are enjoying playing and watching the game. And the more people remain within and stay involved with the wider SC Universe the better. As I said, I am keen to try it out myself in a couple of days.
KT best KT ~ 2014
5sd
Profile Joined January 2014
United States1 Post
January 16 2014 08:21 GMT
#1027
Is there any way to change the lurker unburrow hotkey? I'm really not used to it being E.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
January 16 2014 08:27 GMT
#1028
On January 16 2014 17:17 aZealot wrote:
Show nested quote +
On January 16 2014 17:06 Vindicare605 wrote:
On January 16 2014 15:23 SCST wrote:
The only downside to watching Starbow for me thus far is that I'm finding it hard to get back into watching SC2 . . .

Anyone who hasn't seen QXC vs Sasquatch today should watch the vod btw - game 4 was insane.


It wasn't even that good of a game TBH.

QXC was dead from about 10 minutes onward unless Sasquatch made ENORMOUS mistakes. Most people were blissfully oblivious to that though.



That's, unfortunately, been my observation of the vods I have watched. Just a lot of rah-rah-rah over not much really.

That's honestly my feelings towards most hyped games, especially the "epic macro" type, a la mvp vs squirtle.

What I will say is that the enjoyment of these games is far higher then I'd expect when watching people who might have been playing for maybe 8 hours.
SCST
Profile Joined November 2011
Mexico1609 Posts
Last Edited: 2014-01-16 08:40:39
January 16 2014 08:29 GMT
#1029
On January 16 2014 17:06 Vindicare605 wrote:
Show nested quote +
On January 16 2014 15:23 SCST wrote:
The only downside to watching Starbow for me thus far is that I'm finding it hard to get back into watching SC2 . . .

Anyone who hasn't seen QXC vs Sasquatch today should watch the vod btw - game 4 was insane.


It wasn't even that good of a game TBH.

QXC was dead from about 10 minutes onward unless Sasquatch made ENORMOUS mistakes. Most people were blissfully oblivious to that though.




QXC had a decent supply lead and a massive mech army towards the middle of that game . . . so I don't think it was so cut and dry as being "dead from about 10 minutes onward". I'll admit that the Zergling rush in the beginning of the game appeared game ending but QXC recovered quite well with that Vulture harass.

There wasn't one big deciding engagement or event that determined the game - it was a series of smaller engagements that built up to a critical mass. You're right that Sasquatch would have probably had to lose a few more engagements than QXC to lose the game after that opening blunder, but to say that he needed to make an "enormous mistake" to lose is pretty off base in my mind. If he had lost 1 or 2 more of those smaller engagements in the mid-game I think QXC could have won.

Also, I describe the game as "insane" for different reasons than you're assuming - it was a great game to watch because of the plethora of micro battles and wide variety of units being used. It was nonstop, action-packed and both players won significant engagements throughout the game. QXC's Vulture harass was great to watch, for example. As was Sasquatch's use of Defiler's.

Either way . . . from a spectator point of view, I found the game incredibly fun to watch. At least compared to what I've been seeing in SC2 for a while now.
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
rivurivurivurivu
Profile Joined May 2011
Sweden140 Posts
January 16 2014 09:01 GMT
#1030
On January 12 2014 13:06 decemberscalm wrote:
Show nested quote +
On January 12 2014 12:33 bo1b wrote:
This is such a well made mod my god. The only thing I don't like in it is the miss % when firing up hill, not because I don't like a proper defenders advantage, but because I've grown to hate rng

Zerg and Protoss no longer have games which feel disgusting, there is currently no infestor broodlord deathbally shit, and in the few games I've played I haven't run into anything like the soul train.

The game just feels fun overall though, which is something sc2 never really managed to achieve.

The only thing stopping me from playing this over hots completely is the lack of ranking/laddering system.

We looked into many different solutions for high ground advantage. %50 was kind of the default fall back on system. Nothing was really satisfactory that we could come up with, if anyone has any brilliant solutions the Starbow thread is always receptive to feedback like this.
Simply put though, %50 gets the job done.

I find this refreshing. I watch a lot of new guys vs guys play. They feel like its more fair when they get steam rolled. Even the reaver which will just blow up an entire mineral line feels okay.


Thanks to all who have given this mod attention, glad you've enjoyed it.


how does the 50% miss chance works with a melee unit on a ramp ?
rng shouldnt be present in a serious rts game.
i think something like ranged units on highground have +1 range while shooting down and units have +1 range of vision while on highground will be better. dont know how hard it is to add something like that.
why the high ground mechanic ? sc2 dont have anything if im correct, cant remember bw tho.
TaShadan
Profile Joined February 2010
Germany1981 Posts
January 16 2014 09:08 GMT
#1031
On January 16 2014 18:01 rivurivurivurivu wrote:
Show nested quote +
On January 12 2014 13:06 decemberscalm wrote:
On January 12 2014 12:33 bo1b wrote:
This is such a well made mod my god. The only thing I don't like in it is the miss % when firing up hill, not because I don't like a proper defenders advantage, but because I've grown to hate rng

Zerg and Protoss no longer have games which feel disgusting, there is currently no infestor broodlord deathbally shit, and in the few games I've played I haven't run into anything like the soul train.

The game just feels fun overall though, which is something sc2 never really managed to achieve.

The only thing stopping me from playing this over hots completely is the lack of ranking/laddering system.

We looked into many different solutions for high ground advantage. %50 was kind of the default fall back on system. Nothing was really satisfactory that we could come up with, if anyone has any brilliant solutions the Starbow thread is always receptive to feedback like this.
Simply put though, %50 gets the job done.

I find this refreshing. I watch a lot of new guys vs guys play. They feel like its more fair when they get steam rolled. Even the reaver which will just blow up an entire mineral line feels okay.


Thanks to all who have given this mod attention, glad you've enjoyed it.


how does the 50% miss chance works with a melee unit on a ramp ?
rng shouldnt be present in a serious rts game.
i think something like ranged units on highground have +1 range while shooting down and units have +1 range of vision while on highground will be better. dont know how hard it is to add something like that.
why the high ground mechanic ? sc2 dont have anything if im correct, cant remember bw tho.


aha so Broodwar was no serious rts?
Total Annihilation Zero
zimms
Profile Joined November 2009
Austria561 Posts
January 16 2014 09:11 GMT
#1032
BW had it, that's why it's in Starbow. And it's one aspect of the often talked about 'defender's advantage', which is almost completely gone in SC2.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2014-01-16 09:24:06
January 16 2014 09:20 GMT
#1033
On January 16 2014 18:01 rivurivurivurivu wrote:
Show nested quote +
On January 12 2014 13:06 decemberscalm wrote:
On January 12 2014 12:33 bo1b wrote:
This is such a well made mod my god. The only thing I don't like in it is the miss % when firing up hill, not because I don't like a proper defenders advantage, but because I've grown to hate rng

Zerg and Protoss no longer have games which feel disgusting, there is currently no infestor broodlord deathbally shit, and in the few games I've played I haven't run into anything like the soul train.

The game just feels fun overall though, which is something sc2 never really managed to achieve.

The only thing stopping me from playing this over hots completely is the lack of ranking/laddering system.

We looked into many different solutions for high ground advantage. %50 was kind of the default fall back on system. Nothing was really satisfactory that we could come up with, if anyone has any brilliant solutions the Starbow thread is always receptive to feedback like this.
Simply put though, %50 gets the job done.

I find this refreshing. I watch a lot of new guys vs guys play. They feel like its more fair when they get steam rolled. Even the reaver which will just blow up an entire mineral line feels okay.


Thanks to all who have given this mod attention, glad you've enjoyed it.


how does the 50% miss chance works with a melee unit on a ramp ?
rng shouldnt be present in a serious rts game.
i think something like ranged units on highground have +1 range while shooting down and units have +1 range of vision while on highground will be better. dont know how hard it is to add something like that.
why the high ground mechanic ? sc2 dont have anything if im correct, cant remember bw tho.


think of it this way, you have 2(or X) marines vs 1(or Y) marines up top. do you take the risk and take the top ramp early (ie. opponent getting reinforcement? health of units? micro-able?) or do you wait for more units. decisions, rng has nothing to do with it, it only displays the disadvantage and allows you to make the decision on how to overcome that disadvantage.

i think bw had 33% chance to miss or something, including behind doodads (trees and stuff)

bw had some funny moments, like a lone forgotten marine behind a tree taking out two marines
age: 84 | location: california | sex: 잘함
SheaR619
Profile Joined October 2010
United States2399 Posts
January 16 2014 09:26 GMT
#1034
+1 range with tanks on the high ground will make them pretty unbreakable in TvT. Interesting concept but that just my prediction if that would to be the case.
I may not be the best, but i will be some day...
rivurivurivurivu
Profile Joined May 2011
Sweden140 Posts
January 16 2014 09:28 GMT
#1035
so bw had it
still 50% chance to miss is way too much, maybe thats why its gone in sc2.
for me, defender advantage is the possibility to use workers to defend, creep, nexus cannon and instant reinforsments.
i still think that +1 range while shooting down and +1 vision while looking down is enough.
Orek
Profile Joined February 2012
1665 Posts
January 16 2014 09:35 GMT
#1036
Wouldn't 100% chance to hit but dealing 50% damage more fair? That way, we don't have to rely on random number generater while giving high ground advantage. One thing I hated about BW was this randomness.
Kaos_StarCraft
Profile Joined November 2011
Australia92 Posts
January 16 2014 09:35 GMT
#1037
I just got done watching the Flash v YongHwa series in Code A and I'm sorry but it's beyond me how anybody can think sc2 doesn't pale in comparison to Starbow even in it's current state.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
January 16 2014 09:35 GMT
#1038
On January 16 2014 18:26 SheaR619 wrote:
+1 range with tanks on the high ground will make them pretty unbreakable in TvT. Interesting concept but that just my prediction if that would to be the case.

50% miss rate is >>>>> then 1 range in siege vs siege lol
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
January 16 2014 09:36 GMT
#1039
On January 16 2014 18:35 Orek wrote:
Wouldn't 100% chance to hit but dealing 50% damage more fair? That way, we don't have to rely on random number generater while giving high ground advantage. One thing I hated about BW was this randomness.

It might not be possible to program it so armor doesn't screw with the numbers too much.

saddaromma
Profile Joined April 2013
1129 Posts
January 16 2014 09:42 GMT
#1040
On January 16 2014 18:35 Kaos_StarCraft wrote:
I just got done watching the Flash v YongHwa series in Code A and I'm sorry but it's beyond me how anybody can think sc2 doesn't pale in comparison to Starbow even in it's current state.

agreed,
but lets keep out such things from this thread. We can be a better community.
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