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Starbow - Page 54

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.swz.
Profile Joined May 2012
73 Posts
Last Edited: 2014-01-16 11:14:21
January 16 2014 11:13 GMT
#1061
I had a brief look at Protoss now, and what came to my attention was the role of the stalker. By default is has a blink with a cooldown of 16seconds (which is quite long) but to build this unit it requires a twilight council. Even though it has a significant higher movement speed than the dragoon, I dont really see the stalker playing an important role. Feels like a lategame reaper :p

Does anyone know what the reason of the devs were to keep the stalker in its current state?
Ramiz1989
Profile Joined July 2012
12124 Posts
January 16 2014 11:16 GMT
#1062
On January 16 2014 20:13 .swz. wrote:
I had a brief look at Protoss now, and what came to my attention was the role of the stalker. By default is has a blink with a cooldown of 16seconds (which is quite long) but to build this unit it requires a twilight council. Even though it has a significant higher movement speed than the dragoon, I dont really see the stalker playing an important role. Feels like a lategame reaper :p

Does anyone know what the reason of the devs were to keep the stalker in its current state?

Different type of attack from Dragoons. Dragoons do well against heavy armored units, Stalkers do bonus against Light units. They are alternative to fighting Mutas and Banshees without needing to go for Corsairs since Dragoons are quite slow and even in straight up fight won't really trade efficiently.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Tuczniak
Profile Joined September 2010
1561 Posts
January 16 2014 11:26 GMT
#1063
I'm not sure about exact numbers. But I would make sure that new 'larva inject' and creep spread have the same cooldown/duration as in HotS. That should be easy to balance out and it would help zerg players a lot. With different numbers it would meant that you would be either good in Starbow or HotS, not with both of them. The overall level of games would be lower and players would less likely to switch between those two.
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2014-01-16 11:38:21
January 16 2014 11:38 GMT
#1064
On January 16 2014 20:13 .swz. wrote:
I had a brief look at Protoss now, and what came to my attention was the role of the stalker. By default is has a blink with a cooldown of 16seconds (which is quite long) but to build this unit it requires a twilight council. Even though it has a significant higher movement speed than the dragoon, I dont really see the stalker playing an important role. Feels like a lategame reaper :p

Does anyone know what the reason of the devs were to keep the stalker in its current state?


In the early stages of development kabel removed the stalker and added the dragoon. After that he removed the dragoon and added the stalker... this happend several times. Now they are both implemented.
Total Annihilation Zero
Ingsoc
Profile Joined September 2012
59 Posts
Last Edited: 2014-01-16 11:39:26
January 16 2014 11:39 GMT
#1065
http://imgur.com/a2U7dPc
A little twitter timeline of how Idra's Starbow experience.
Gullis
Profile Joined April 2012
Sweden740 Posts
January 16 2014 11:49 GMT
#1066
Approved by idra :p
I would rather eat than see my children starve.
Daralii
Profile Joined March 2010
United States16991 Posts
Last Edited: 2014-01-16 11:56:46
January 16 2014 11:55 GMT
#1067
On January 16 2014 20:49 Gullis wrote:
Approved by idra :p

Which is surprising, since even BW wasn't.

If it gets super big(IE consistently more viewers than SC2), I wouldn't be surprised if Blizzard hires the devs and incorporates some of their stuff. Time will tell.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Orek
Profile Joined February 2012
1665 Posts
January 16 2014 11:59 GMT
#1068
On January 16 2014 20:01 Ahli wrote:
Show nested quote +
On January 16 2014 19:00 Orek wrote:
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.

Thank you for the detailed answer. I get it now. I wish 0(zero) was the minimum damage in game instead of 0.5

Also, is it actually possible to make something like
IF target is on equal or lower ground, then deal normal damage
IF target is on higher ground, then deal half of normal damage
,where normal damage = attack value - armor value, and the chance to hit is always 100%.
That's what I originally meant as ideal solution if programming it isn't that difficult.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
January 16 2014 12:00 GMT
#1069
On January 16 2014 20:55 Daralii wrote:
Show nested quote +
On January 16 2014 20:49 Gullis wrote:
Approved by idra :p

Which is surprising, since even BW wasn't.

If it gets super big(IE consistently more viewers than SC2), I wouldn't be surprised if Blizzard hires the devs and incorporates some of their stuff. Time will tell.


I suppose there could be a first time for everything. I wouldn't advise the Starbow devs to quit their day jobs though.
Ahli
Profile Joined May 2012
Germany355 Posts
January 16 2014 12:20 GMT
#1070
On January 16 2014 20:59 Orek wrote:
Show nested quote +
On January 16 2014 20:01 Ahli wrote:
On January 16 2014 19:00 Orek wrote:
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.

Also, is it actually possible to make something like
IF target is on equal or lower ground, then deal normal damage
IF target is on higher ground, then deal half of normal damage
,where normal damage = attack value - armor value, and the chance to hit is always 100%.
That's what I originally meant as ideal solution if programming it isn't that difficult.

No. Half damage is possible, but you can't make it reduce the armor before halving the damage. Armor is always reduced last as seen on SC2's Immortal receiving a max of 9/8/7 damage with each shield upgrade.
Halving the raw damage input is easily doable, but you can't change how armor works in this game. So, you can't easily recreate the exact way damage was handled in Broodwar without triggering every damage effect in the game. But that might cause a lot of lags and forces overkills as triggers adds a delay of 0.0625 game seconds as they don't run instantly (which actually comes closer to Broodwar).
As a reminder, in Broodwar, armor was reduced before the damage was scaled. For example, 4 armor would result in 1 less damage received when a Broodwar Ghost hits an Ultralisk (concussive damage vs large unit).
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
January 16 2014 12:30 GMT
#1071
On January 16 2014 20:55 Daralii wrote:
Show nested quote +
On January 16 2014 20:49 Gullis wrote:
Approved by idra :p

Which is surprising, since even BW wasn't.

If it gets super big(IE consistently more viewers than SC2), I wouldn't be surprised if Blizzard hires the devs and incorporates some of their stuff. Time will tell.

I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
FrozenProbe
Profile Joined March 2012
Italy276 Posts
January 16 2014 12:40 GMT
#1072
On January 16 2014 21:30 Integra wrote:
I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3


They can't do a standalone, every unit is a blizzard concept...
TaShadan
Profile Joined February 2010
Germany1981 Posts
January 16 2014 12:42 GMT
#1073
On January 16 2014 21:40 FrozenProbe wrote:
Show nested quote +
On January 16 2014 21:30 Integra wrote:
I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3


They can't do a standalone, every unit is a blizzard concept...


They can do a standalone but they would need a new engine, models etc.
Total Annihilation Zero
shin_toss
Profile Joined May 2010
Philippines2589 Posts
Last Edited: 2014-01-16 12:44:15
January 16 2014 12:43 GMT
#1074
Hello guys.. is there a bug/glitch thread for this mod?. Well I'm not entirely sure if its a bug. But I just played an epic 41 min PvT a while ago. I think I could have win or at least make it a more epic game if my Arbiter got its skill. I already researched all of them, Stasis Field , Recall and the Energy but it doesn't appear on my arbiter? or I am missing something? playing this mod for just 2 days tho. Other skills like storm hallucinate works fine.
AKMU / IU
SinCitta
Profile Blog Joined August 2010
Germany2127 Posts
January 16 2014 12:44 GMT
#1075
On January 16 2014 21:42 TaShadan wrote:
Show nested quote +
On January 16 2014 21:40 FrozenProbe wrote:
On January 16 2014 21:30 Integra wrote:
I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3


They can't do a standalone, every unit is a blizzard concept...


They can do a standalone but they would need a new engine, models etc.


In other words, they can't do a standalone.
labbe
Profile Joined October 2010
Sweden1456 Posts
January 16 2014 12:57 GMT
#1076
Starbow is awesome, but seriously, smart cast needs to go.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
Last Edited: 2014-01-16 13:01:34
January 16 2014 13:00 GMT
#1077
Nevermind. I found what it was.. if you enable Simple Command Card , you can't see Arbiter skills.

But its weird, it only affects Arbiter. HT and others were fine.
AKMU / IU
NapkinBox
Profile Blog Joined January 2012
United States314 Posts
January 16 2014 13:01 GMT
#1078
On January 16 2014 21:44 SinCitta wrote:
Show nested quote +
On January 16 2014 21:42 TaShadan wrote:
On January 16 2014 21:40 FrozenProbe wrote:
On January 16 2014 21:30 Integra wrote:
I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3


They can't do a standalone, every unit is a blizzard concept...


They can do a standalone but they would need a new engine, models etc.


In other words, they can't do a standalone.


Then there's that one game company that loves modders.
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
Daralii
Profile Joined March 2010
United States16991 Posts
January 16 2014 13:03 GMT
#1079
On January 16 2014 21:30 Integra wrote:
Show nested quote +
On January 16 2014 20:55 Daralii wrote:
On January 16 2014 20:49 Gullis wrote:
Approved by idra :p

Which is surprising, since even BW wasn't.

If it gets super big(IE consistently more viewers than SC2), I wouldn't be surprised if Blizzard hires the devs and incorporates some of their stuff. Time will tell.

I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3

The only things I'd say were bad decisions were trusting Jay Wilson with D3 and turning down Icefrog. In light of the latter, I can see them jumping at the chance to prevent the same mistake.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 16 2014 13:04 GMT
#1080
On January 16 2014 22:01 NapkinBox wrote:
Show nested quote +
On January 16 2014 21:44 SinCitta wrote:
On January 16 2014 21:42 TaShadan wrote:
On January 16 2014 21:40 FrozenProbe wrote:
On January 16 2014 21:30 Integra wrote:
I doubt it, and not because the MOD is bad, it looks totally badass right now actually. Problem is that Blizzard have done
allot of bad decisions lately. Most likley the devs would have a better chance just doing a standalone like DOTA/War3


They can't do a standalone, every unit is a blizzard concept...


They can do a standalone but they would need a new engine, models etc.


In other words, they can't do a standalone.


Then there's that one game company that loves modders.

Bethesda?
sorry for dem one liners
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