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Starbow - Page 57

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Killcani
Profile Joined October 2010
Sweden448 Posts
Last Edited: 2014-01-16 17:11:40
January 16 2014 17:11 GMT
#1121
On January 17 2014 02:08 TheBloodyDwarf wrote:
Show nested quote +
On January 17 2014 01:51 Killcani wrote:
On January 17 2014 01:45 TheBloodyDwarf wrote:
On January 17 2014 01:42 Killcani wrote:
I would be careful to take balance feedback from forums like these as most people posting have no clue what they are talking about. I just think you should strive to make this game more exciting(slower battles, more micro, reavers shots etc) and APM intensive(so better players can shine) as those were two areas that I felt sc2 really lacked in.

apm says who is better player. lol.

yes it does if the game requires a certain amount of apm to be played good.

Yes but what skill level are we talking? You said "so better players can shine"

Brains vs hands? Who you wanna win?
Brains for me ofc.

brains and hands combined for the top level and hands with very little brains for everyone else or otherwise it becomes too easy
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 16 2014 17:12 GMT
#1122
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
January 16 2014 17:16 GMT
#1123
On January 17 2014 02:07 Killcani wrote:
Show nested quote +
On January 17 2014 02:02 Big J wrote:
I don't quite understand the discussions about smartcast, pathing and unit selection. Aren't those some of the main things that set Starbow apart from BW (and the SC2BW mod)?
I mean, sure Starbow can toy around with that kind of stuff. But wouldn't it be more interesting to balance Starbow around being Starbow, instead of just going back to BW whenever a problem (or some theoretical arguement why there could be a problem) occurs?

Edit: Not to get missinterpreted. If the question is only whether units should move a little more spread etc. I'm all for (at least discussing/testing) it. Just not the extreme let's-solve-it-with-BW approaches for things that may be solveable more comfortably.

I prefer powerful hard to cast spells than average everyone can spam it spells


Well, but isn't that first-and-foremost a question of spelldesign?
Can't such problems get solved individually for the problem-spells? I mean, if turning of smartcast was the only way to balance e.g. storm, you could just turn it off for that one spell alone.

Also remember, we also have no selection limit currently. To a certain degree, the easier to cast storms/irradiates/dark swarms/... get balanced out by being able to control armies faster and more accurately. It's easier to pull out of a storm too.
And I think it's actually more interesting to see one player casting storms and the other one dodging them, instead of seeing less storms and less dodging.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2014-01-16 17:20:22
January 16 2014 17:17 GMT
#1124
On January 17 2014 02:08 TheBloodyDwarf wrote:
Show nested quote +
On January 17 2014 01:51 Killcani wrote:
On January 17 2014 01:45 TheBloodyDwarf wrote:
On January 17 2014 01:42 Killcani wrote:
I would be careful to take balance feedback from forums like these as most people posting have no clue what they are talking about. I just think you should strive to make this game more exciting(slower battles, more micro, reavers shots etc) and APM intensive(so better players can shine) as those were two areas that I felt sc2 really lacked in.

apm says who is better player. lol.

yes it does if the game requires a certain amount of apm to be played good.

Yes but what skill level are we talking? You said "so better players can shine"

Brains vs hands? Who you wanna win?
Brains for me ofc.


Turn Based Strategy

No, but seriously, mechanical skill should be and is very important in RTS games and especially Starcraft. Thinking of harassing your opponent from their third and main is pretty easy for your brain to grasp but not so simple for your hands to perform along with all other tasks. Setting up Lurker flanks also takes your hands to direct the army there while simultaneously focusing on your main forces. An important unit to showcase mechanical skill would be the Reaver which displays high damage from long range with the weakness of immobility which is solved by using your hands to maneuver the unit across the battlefield with the use of your Shuttle/Warp Prism. It also turns out that most of the more interesting strategies require you to have really good mechanical control of your army among other things.

Strategy and Mechanical Skill are intertwined in a RTS game and always should be.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
imre
Profile Blog Joined November 2011
France9263 Posts
January 16 2014 17:18 GMT
#1125
On January 17 2014 02:08 TheBloodyDwarf wrote:
Show nested quote +
On January 17 2014 01:51 Killcani wrote:
On January 17 2014 01:45 TheBloodyDwarf wrote:
On January 17 2014 01:42 Killcani wrote:
I would be careful to take balance feedback from forums like these as most people posting have no clue what they are talking about. I just think you should strive to make this game more exciting(slower battles, more micro, reavers shots etc) and APM intensive(so better players can shine) as those were two areas that I felt sc2 really lacked in.

apm says who is better player. lol.

yes it does if the game requires a certain amount of apm to be played good.

Yes but what skill level are we talking? You said "so better players can shine"

Brains vs hands? Who you wanna win?
Brains for me ofc.


that's like the worst analogy possible. And a good game is one where you need to use your hands to use the full potential of your brain
Zest fanboy.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-16 17:23:24
January 16 2014 17:20 GMT
#1126
On January 17 2014 02:16 Big J wrote:
Show nested quote +
On January 17 2014 02:07 Killcani wrote:
On January 17 2014 02:02 Big J wrote:
I don't quite understand the discussions about smartcast, pathing and unit selection. Aren't those some of the main things that set Starbow apart from BW (and the SC2BW mod)?
I mean, sure Starbow can toy around with that kind of stuff. But wouldn't it be more interesting to balance Starbow around being Starbow, instead of just going back to BW whenever a problem (or some theoretical arguement why there could be a problem) occurs?

Edit: Not to get missinterpreted. If the question is only whether units should move a little more spread etc. I'm all for (at least discussing/testing) it. Just not the extreme let's-solve-it-with-BW approaches for things that may be solveable more comfortably.

I prefer powerful hard to cast spells than average everyone can spam it spells


Well, but isn't that first-and-foremost a question of spelldesign?
Can't such problems get solved individually for the problem-spells? I mean, if turning of smartcast was the only way to balance e.g. storm, you could just turn it off for that one spell alone.

Also remember, we also have no selection limit currently. To a certain degree, the easier to cast storms/irradiates/dark swarms/... get balanced out by being able to control armies faster and more accurately. It's easier to pull out of a storm too.
And I think it's actually more interesting to see one player casting storms and the other one dodging them, instead of seeing less storms and less dodging.

That's a good idea, we could start with turning off smartcast for irradiate.

It seems fairly shady and inconsistent to have smartcast enabled only for some spells though. (like I mentioned before, perhaps a consistent way to do it would be to allow some spells to stack but with smartcast disabled, since conceptually that makes more sense).

On January 17 2014 02:17 [17]Purple wrote:
Show nested quote +
On January 17 2014 02:08 TheBloodyDwarf wrote:
On January 17 2014 01:51 Killcani wrote:
On January 17 2014 01:45 TheBloodyDwarf wrote:
On January 17 2014 01:42 Killcani wrote:
I would be careful to take balance feedback from forums like these as most people posting have no clue what they are talking about. I just think you should strive to make this game more exciting(slower battles, more micro, reavers shots etc) and APM intensive(so better players can shine) as those were two areas that I felt sc2 really lacked in.

apm says who is better player. lol.

yes it does if the game requires a certain amount of apm to be played good.

Yes but what skill level are we talking? You said "so better players can shine"

Brains vs hands? Who you wanna win?
Brains for me ofc.


Turn Based Strategy

No, but seriously, mechanical skill should be and is very important in RTS games and especially Starcraft. Thinking of harassing your opponent from their third and main is pretty easy for your brain to grasp but not so simple for your hands to perform along with all other tasks. Setting up Lurker flanks also takes your hands to direct the army there while simultaneously focusing on your main forces. An important unit to showcase mechanical skill would be the Reaver which displays high damage from long range with the weakness of immobility which is solved by using your hands to maneuver the unit across the battlefield with the use of your Shuttle/Warp Prism. It also turns out that most of the more interesting strategies require you to have really good mechanical control of your army among other things.

Strategy and Mechanical Skill are intertwined in a RTS game and always should be.

"brain vs hands" is so dumb, as if e.g. playing piano doesn't require a high level of cognitive ability

when jaedong plays at 400apm he's constantly thinking about the flow of his game, he's not mindlessly executing rote movements.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2014-01-16 17:26:01
January 16 2014 17:25 GMT
#1127
On January 17 2014 02:20 Grumbels wrote:
Show nested quote +
On January 17 2014 02:16 Big J wrote:
On January 17 2014 02:07 Killcani wrote:
On January 17 2014 02:02 Big J wrote:
I don't quite understand the discussions about smartcast, pathing and unit selection. Aren't those some of the main things that set Starbow apart from BW (and the SC2BW mod)?
I mean, sure Starbow can toy around with that kind of stuff. But wouldn't it be more interesting to balance Starbow around being Starbow, instead of just going back to BW whenever a problem (or some theoretical arguement why there could be a problem) occurs?

Edit: Not to get missinterpreted. If the question is only whether units should move a little more spread etc. I'm all for (at least discussing/testing) it. Just not the extreme let's-solve-it-with-BW approaches for things that may be solveable more comfortably.

I prefer powerful hard to cast spells than average everyone can spam it spells


Well, but isn't that first-and-foremost a question of spelldesign?
Can't such problems get solved individually for the problem-spells? I mean, if turning of smartcast was the only way to balance e.g. storm, you could just turn it off for that one spell alone.

Also remember, we also have no selection limit currently. To a certain degree, the easier to cast storms/irradiates/dark swarms/... get balanced out by being able to control armies faster and more accurately. It's easier to pull out of a storm too.
And I think it's actually more interesting to see one player casting storms and the other one dodging them, instead of seeing less storms and less dodging.

That's a good idea, we could start with turning off smartcast for irradiate.

It seems fairly shady and inconsistent to have smartcast enabled only for some spells though. (like I mentioned before, perhaps a consistent way to do it would be to allow some spells to stack but with smartcast disabled, since conceptually that makes more sense).


Cloaking, Stim and Blink are not smartcasted abilities already though. I guess most people do not consider non-energy spells to need smartcasting but cloaking is already there.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Slardar
Profile Joined April 2010
Canada7596 Posts
January 16 2014 17:31 GMT
#1128
Is anyone else's Starbow lagging like crazy? Not quite sure what's going on, the entire SC2 is freezing periodically 2-3 seconds.
NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2014-01-16 17:33:36
January 16 2014 17:32 GMT
#1129
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

sorry for dem one liners
Nimix
Profile Joined October 2011
France1809 Posts
January 16 2014 17:35 GMT
#1130
On January 17 2014 02:31 Slardar wrote:
Is anyone else's Starbow lagging like crazy? Not quite sure what's going on, the entire SC2 is freezing periodically 2-3 seconds.


I don't know about freezing that much, but in late game situations it seems that the game microstutters, probably because of the mechanism that keeps unit from clumping. It's nothing unplayable but it's still noticeable.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 16 2014 17:45 GMT
#1131
On January 17 2014 02:32 NukeD wrote:
Show nested quote +
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

I agree. That spreading looks better than Starbow currently. I would like to see them trying unit spreading while moving
Daralii
Profile Joined March 2010
United States16991 Posts
January 16 2014 17:50 GMT
#1132
On January 17 2014 02:32 NukeD wrote:
Show nested quote +
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

That's from SC2BW?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
purakushi
Profile Joined August 2012
United States3302 Posts
January 16 2014 17:55 GMT
#1133
On January 17 2014 02:50 Daralii wrote:
Show nested quote +
On January 17 2014 02:32 NukeD wrote:
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

That's from SC2BW?


Yep. And Starbow has already tried that.
T P Z sagi
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 16 2014 17:56 GMT
#1134
^ Nah its just an experiment by this Sluggaslamoo person in the editor which was made a while ago.

I've already put a link to his original post where he explains what he did but here it is once more:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=223889&currentpage=40#783

He is still around anyway, made quitte a few posts in this thread so he should be able to help us out.
sorry for dem one liners
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-16 18:01:26
January 16 2014 17:57 GMT
#1135
On January 17 2014 02:32 NukeD wrote:
Show nested quote +
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

That looks really great actually. I was always led to believe it was impossible to create behavior like that because of the videos that I had seen for SC2BW where the zergling movement was very odd and clumsy after Maverick tried to have pathfinding more similar to BW's, and I never thought that his implementation was acceptable. But that was a very old video, so maybe that's outdated information on my part.

Anyone knows why Starbow isn't using this implementation?

I should say that maybe "clumping" is an inaccurate way of putting it. Personally the following three problems bother me: 1. if you send a move command the units will clump on arrival instead of maintaining the original formation 2. units can move in lock-step which looks completely unrealistic, in real-life there is such a thing as bumper distance 3. units are made of butter and can slide past each other and therefore is no blocking micro such as existed in warcraft 3. (and 4. the colossus, void ray, .. take up no space, but starbow already solved that. I suppose they also solved #1. #3 for me isn't that high priority, so that just leaves #2)

I don't mind if units can be made to clump and I don't think that units should have huge collision sizes.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 16 2014 17:59 GMT
#1136
On January 17 2014 02:55 purakushi wrote:
Show nested quote +
On January 17 2014 02:50 Daralii wrote:
On January 17 2014 02:32 NukeD wrote:
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

That's from SC2BW?


Yep. And Starbow has already tried that.

Are you sure? SC2BW uses a way more modified unit pathing than this.

Also do you know if they tried it why they havent stuck with it?
sorry for dem one liners
saltis
Profile Joined September 2012
159 Posts
January 16 2014 18:00 GMT
#1137
What is the role of zerglings in starbow ? i feel zerglings are too weak currently especially there is no creep speed and vultures are hard counters for them. Technically zerg is forced to go for quick hydras skipping lings. Can anyone elaborate on it ?
Ramiz1989
Profile Joined July 2012
12124 Posts
January 16 2014 18:09 GMT
#1138
On January 17 2014 03:00 saltis wrote:
What is the role of zerglings in starbow ? i feel zerglings are too weak currently especially there is no creep speed and vultures are hard counters for them. Technically zerg is forced to go for quick hydras skipping lings. Can anyone elaborate on it ?

Uh, trust me, Zerglings are like much better in SB than in SC2. They have a lot of less counters and actually deal damage because they attack faster and every other unit has less HP.

Vultures and Zealots do great against them, that still doesn't mean that you won't be able to fight them. Vultures counter them hard only because they are faster and even when they are faster if you manage to corner them, you will trade better. Besides, you won't see Vultures in TvZ every game, majority of the TvZ games are Bio + Tanks or Bio + SV from the Terran.

On the other hand, Zerglings can actually fight Bio balls and won't just all die without doing any damage, and in the late game with Adrenal glands, they just melt stuff beneath the Dark Swarm. I just wish that Zerglings in SC2 are half as good as they are in SB/SC2BW/BW...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Squat
Profile Joined September 2013
Sweden7978 Posts
January 16 2014 18:10 GMT
#1139
They are useful for banelings and cheap harass. But otherwise yeah, lings in BW were mostly used late game because they were fucking insane with adrenal upgrade. Watching 1 control group of lings with a defiler take out a cannoned up protoss expo before dark swarm wears off was pretty nuts.
"Digital. They have digital. What is digital?" - Donald J Trump
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 16 2014 18:10 GMT
#1140
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