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Starbow - Page 53
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GizmoPT
Portugal3040 Posts
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Orek
1665 Posts
On January 16 2014 18:36 bo1b wrote: 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
Germany355 Posts
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. | ||
nukkuj
Finland403 Posts
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. ![]() 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
1129 Posts
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
Norway2223 Posts
http://www.reddit.com/r/Starbow/comments/1vck4d/esl_starbow_cup_1_semifinals_cube_p_vs_heusa_z/ | ||
Orek
1665 Posts
On January 16 2014 18:45 Ahli wrote: Already has been fixed for the next update. I'm just currently trying to fix bugs in the high ground mechanic. 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
Finland403 Posts
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
Canada373 Posts
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NukeD
Croatia1612 Posts
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Lorch
Germany3666 Posts
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
Czech Republic1731 Posts
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 | ||
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iHirO
United Kingdom1381 Posts
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Hider
Denmark9341 Posts
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
United States452 Posts
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PredY
Czech Republic1731 Posts
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 | ||
NukeD
Croatia1612 Posts
EDIT: Generally they still tend to hop eachothers back. | ||
Ahli
Germany355 Posts
On January 16 2014 19:00 Orek wrote: 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. | ||
TaShadan
Germany1960 Posts
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. | ||
cheekymonkey
France1387 Posts
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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