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Starbow - Page 53

Forum Index > SC2 General
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GizmoPT
Profile Joined May 2010
Portugal3040 Posts
January 16 2014 09:43 GMT
#1041
im glad sc2 haters all found something to love good luck
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Orek
Profile Joined February 2012
1665 Posts
January 16 2014 09:44 GMT
#1042
On January 16 2014 18:36 bo1b wrote:
Show nested quote +
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.


I guess that's the reason...because I can't think of any advantage "50% chance to hit" has over "50% less damage."
"50% less damage" is clearly better and they achieve the same goal.
Ahli
Profile Joined May 2012
Germany355 Posts
January 16 2014 09:45 GMT
#1043
On January 16 2014 17:21 5sd wrote:
Is there any way to change the lurker unburrow hotkey? I'm really not used to it being E.

Already has been fixed for the next update.

I'm just currently trying to fix bugs in the high ground mechanic.

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.

Technically, the units that miss deal 0.5 damage right now. So, that would be as easy as changing a number.

A real miss chance would require massive changes to every weapon in the game making it difficult to understand, test, debug and add new stuff. A perfect miss chance might be implemented some day, though. But just not now.

Btw, you were/are playing with a buggy implementation right now. :D A few weapons ignoring the high ground mechanic and a few units miss multiple consecutive shots.

A better implementation with hopefully no problems remaining with come live today, afaIk.
Basically, I just need to find a solution for one situation where units deal full damage when they should miss.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
January 16 2014 09:47 GMT
#1044
ESL cup had very entertaining matches with constant action, I'm waiting to get home to watch QXC vs Sasquatch vods if they are available.

Played my first TvP and it was very exciting to play mech. Constant vulture raids/pokes, getting more bases and building tank count. Made couple of tank pushes which got evaporated with zealot bombed and flanked or stormed to shreds. Defended couple of times with tank/vult which was exciting, to be able to defend with lesser numbers but with superior positioning. Finally I made big tank siege in multiple locations and my opponent made big error and pretty much feeded all his army to my tanklines. I thought the game was over when he started chatting, but clever guy was just buying time to get carriers which killed my whole army! I tried to get gol + vikings to fight carriers, but storm + carriers were too tough to handle. GG.

This mod is the best thing in a very long time. The chatroom talk and talking to opponents before games is cool, like mentioned earlier. I hope Starbow finds tournament/ladder support!
saddaromma
Profile Joined April 2013
1129 Posts
January 16 2014 09:50 GMT
#1045
On January 16 2014 18:47 nukkuj wrote:
ESL cup had very entertaining matches with constant action, I'm waiting to get home to watch QXC vs Sasquatch vods if they are available.


here
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 16 2014 09:59 GMT
#1046
Here are some games from the ESL cup:

http://www.reddit.com/r/Starbow/comments/1vck4d/esl_starbow_cup_1_semifinals_cube_p_vs_heusa_z/
aka KanBan85. Working on Starbow.
Orek
Profile Joined February 2012
1665 Posts
January 16 2014 10:00 GMT
#1047
On January 16 2014 18:45 Ahli wrote:
Show nested quote +
On January 16 2014 17:21 5sd wrote:
Is there any way to change the lurker unburrow hotkey? I'm really not used to it being E.

Already has been fixed for the next update.

I'm just currently trying to fix bugs in the high ground mechanic.

Show nested quote +
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.

Technically, the units that miss deal 0.5 damage right now. So, that would be as easy as changing a number.

A real miss chance would require massive changes to every weapon in the game making it difficult to understand, test, debug and add new stuff. A perfect miss chance might be implemented some day, though. But just not now.

Btw, you were/are playing with a buggy implementation right now. :D A few weapons ignoring the high ground mechanic and a few units miss multiple consecutive shots.

A better implementation with hopefully no problems remaining with come live today, afaIk.
Basically, I just need to find a solution for one situation where units deal full damage when they should miss.

Does it mean that low ground units never miss shots twice in a row? Or if you are really unlucky, units actally miss a million shots in a row? I think BW was the latter.
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
Last Edited: 2014-01-16 10:03:06
January 16 2014 10:01 GMT
#1048
On January 16 2014 18:50 saddaromma wrote:
Show nested quote +
On January 16 2014 18:47 nukkuj wrote:
ESL cup had very entertaining matches with constant action, I'm waiting to get home to watch QXC vs Sasquatch vods if they are available.


here

On January 16 2014 18:59 Xiphias wrote:
Here are some games from the ESL cup:

http://www.reddit.com/r/Starbow/comments/1vck4d/esl_starbow_cup_1_semifinals_cube_p_vs_heusa_z/

Thank you!
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
January 16 2014 10:16 GMT
#1049
qxc v sasquatch was an alright series, but check out any of crank's and any of impact/ryung/mma's games
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 16 2014 10:26 GMT
#1050
^ Im with you. I tought the qxc series was really nothing special, even underwhelming considering the hype. On the other hand those other games you mention are miles better imo.
sorry for dem one liners
Lorch
Profile Joined June 2011
Germany3711 Posts
Last Edited: 2014-01-16 10:38:26
January 16 2014 10:33 GMT
#1051
On January 16 2014 19:26 NukeD wrote:
^ Im with you. I tought the qxc series was really nothing special, even underwhelming considering the hype. On the other hand those other games you mention are miles better imo.


Well given that starbow is mechanically harder than regular star 2 it only makes sense that koreans (especially those who played bw as b teamers) will show way better games than foreigners.

So as somebody who has modified his hotkeys a lot in the past I was wondering how that exactly works out with starbow. When I'm in game in game it lets me modify kinda buggily, and even worse it doesn't support classic hotkeys (making marines on A and Mutas on T actually brakes my brain) so I was wondering if you could at least support classic hotkeys with your wonderful mod?

Oh and roach burrow movement seems a bit insane, I still remember a game on daybreak between flash and eff0rt in wol where eff0rt showed the sickest burrow roach micro I have seen to this day and I feel like flash would have looked even worse with starbow roaches.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 16 2014 10:36 GMT
#1052
ive been playing a few games and been wondering these:

Terran:
whats the point of call down SCV? seems like you just wanted to keep a "call down" ability in the game and didnt want the mules, think you could either scrap it altogether or think of a new orbital abilty. thing is the SCV is can easily be abused by meching player to call them down basically anywhere you want a start building structures or repair things

dont really like speed boosters for dropships, think its really stupid abilty a lets you abuse your opponent too much (in sc2 too). maybe add some kind of "protective shield" instead that would allow you pass turrets or cannons but not "run away" from units chasing you?

spider mines, they burrow REALLY slow, like twice as long than in BW. might be intended or not, but its impossible to do any vulture agression against units.

Protoss:
not sure about stalkers being able to see up cliffs, i guess its fine since you cant rush them now but need twilight

Zerg:
burrow movement for units like hydra and ultra? i guess "why not", will se how it works out

otherwise its pretty much OK i think and only after a lot of games we'll see how if there are any imbalanced strats
http://www.twitch.tv/czelpredy
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
January 16 2014 10:38 GMT
#1053
As I understand it, when an scv is called down, it has no vision for period of time to prevent it being abused as a free scout / proxy builder.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-01-16 10:41:47
January 16 2014 10:39 GMT
#1054
whats the point of call down SCV? seems like you just wanted to keep a "call down" ability in the game and didnt want the mules, think you could either scrap it altogether or think of a new orbital abilty


I think Scv Calldown vs Overcharge gives some of decision/build order variety. Its kinda the choice between getting a bigger army in the short-term (overcharge) against investing into the longer-term (scv-calldown).

spider mines, they burrow REALLY slow, like twice as long than in BW. might be intended or not, but its impossible to do any vulture agression against units.


Have you tried to manually detonate them? They become better than in BW if you do that.


thing is the SCV is can easily be abused by meching player to call them down basically anywhere you want a start building structures or repair things


Is this a bad thing neccsarily?
TheWorldToCome
Profile Joined January 2012
United States452 Posts
January 16 2014 10:43 GMT
#1055
Bring back Infested Terrans, or at least infested buildings - was such an awesome feature in BW!
Starcraft 2 was designed to have a best race. You play the worst one.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 16 2014 10:51 GMT
#1056
On January 16 2014 19:38 iHirO wrote:
As I understand it, when an scv is called down, it has no vision for period of time to prevent it being abused as a free scout / proxy builder.

you can build with blind scv
http://www.twitch.tv/czelpredy
NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2014-01-16 11:04:22
January 16 2014 11:01 GMT
#1057
Am I the only one feeling like the pathing change while definitelly an improvement is still not enough? Units still clump up in places they shouldnt and it doesnt look very organic.

EDIT: Generally they still tend to hop eachothers back.
sorry for dem one liners
Ahli
Profile Joined May 2012
Germany355 Posts
January 16 2014 11:01 GMT
#1058
On January 16 2014 19:00 Orek wrote:
Show nested quote +
On January 16 2014 18:45 Ahli wrote:
On January 16 2014 17:21 5sd wrote:
Is there any way to change the lurker unburrow hotkey? I'm really not used to it being E.

Already has been fixed for the next update.

I'm just currently trying to fix bugs in the high ground mechanic.

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.

Technically, the units that miss deal 0.5 damage right now. So, that would be as easy as changing a number.

A real miss chance would require massive changes to every weapon in the game making it difficult to understand, test, debug and add new stuff. A perfect miss chance might be implemented some day, though. But just not now.

Btw, you were/are playing with a buggy implementation right now. :D A few weapons ignoring the high ground mechanic and a few units miss multiple consecutive shots.

A better implementation with hopefully no problems remaining with come live today, afaIk.
Basically, I just need to find a solution for one situation where units deal full damage when they should miss.

Does it mean that low ground units never miss shots twice in a row? Or if you are really unlucky, units actally miss a million shots in a row? I think BW was the latter.

1. Marine prepares to use its weapon
2. Trigger executes which results in a debuff added to the Marine, if it determines that it should miss. The Debuff has a duration of 1.5 and reduces the ranged damage type to 0.5 damage.
3. Marine deals 0.5 damage at target
4. Marine prepares to use its weapon
5. Trigger starts, now it determines that the unit should hit
6. Marine deals 0.5 damage as the debuff is still on the unit

This and a few other problems have been resolved. I've fixed the system to work fine in every situation in the game. I will post a changelog in case Kabel doesn't post one somewhere.

The chance to miss is 50%. There is nothing added to it that alters the chance when a unit missed consecutively. So, when a unit is unlucky, it can shoot a few times up a cliff and never deal more than 0.5 damage.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
TaShadan
Profile Joined February 2010
Germany1982 Posts
January 16 2014 11:02 GMT
#1059
On January 16 2014 20:01 NukeD wrote:
Am I the only one feeling like the pathing change while definitelly an improvement is still not enough? Units still clump up in places they shouldnt and it doesnt look very organic.


Yes, but i doubt it can be done better. The sc2 engine is crap.
Total Annihilation Zero
cheekymonkey
Profile Joined January 2014
France1387 Posts
January 16 2014 11:06 GMT
#1060
On January 16 2014 18:43 GizmoPT wrote:
im glad sc2 haters all found something to love good luck


It was always BW and it's still kind of BW.
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