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On January 17 2014 14:07 elmerpogs wrote: First we have DOTA1 on the WC Engine, then there's DOTA2 standalone on Valves hand. Will Starbow be heading that direction. And if that happens, I guess you know where most of us are heading to. Considering that Blizzard owns starcraft, the chance it becomes a standalone is zero perccent.
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On January 17 2014 15:10 Dragnor wrote: you cant change hotkeys for a lot of new units, buildings because you will not find them in options, and also lurker does not have options for burrowed state, therefore you can not give it different hotkey to unborrow as it is for swarm host, etc...
you can change the hotkeys when you look at the hotkeys menu in a starbow game ^^
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I played a bunch of games of this mod today and I have to say I enjoyed it a ton, I will definitely be playing this a lot more in the near future. Would be cool to see some sort of ranking system implemented soon!
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On January 17 2014 15:36 NapkinBox wrote:Show nested quote +On January 17 2014 14:41 Survivor61316 wrote: ^ Yeah exactly what he said. Comparing SB to DotA is apples and oranges really. Plus, after the DotA disaster I would assume blizzard has put some sort of catch in their terms of use that say they either own all material created for the arcade, or that they at least get first crack at licensing it. They talked about it on Unfiltered. Blizzard owns anything and everything in the Arcade.
This could actually be a good thing.
Think about it: Blizzard owns Starbow and benefits from any tournament or expansion with more exposure to their brand. In the meantime, the developers of Starbow can update frequently and respond to the community independent of the Starcraft 2 Team. It's the best of both worlds really - no conflict of interest with Blizzard and developers who actually give a shit about their product.
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For some reason my APM goes up when playing this.
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can someone publish in Korea please?
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I hope next SC2 patch will have huge additions to the editor that will allow for further tweaking with pathing and stuff like carrier micro.
EDIT: I was wondering if the sc2 editor allows for it to make units being able to move only in 8 or 16 directions? In my opinion units are too fluent and dont seem very microable, they should be a bit quirky and twitchy so when you fight even worker vs worker or any small engagement with 4-5 units you could have noticeably different results with proper micro skill.
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Amazing job, guys ! I really appreciate this mod and I love watching pros streaming it. I played ~15 games and I don't see absurd stuff, just a few things to tweak and I feel with pro starting to play it more often and giving some feedback, everything is going to be cooler.
I don't know if that comes from me or what but many of my hotkeys were deleted after the patch. Did that happen to other players ?
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On January 17 2014 15:46 Assirra wrote:Show nested quote +On January 17 2014 14:07 elmerpogs wrote: First we have DOTA1 on the WC Engine, then there's DOTA2 standalone on Valves hand. Will Starbow be heading that direction. And if that happens, I guess you know where most of us are heading to. Considering that Blizzard owns starcraft, the chance it becomes a standalone is zero perccent. It's about the same chance as all other mods, the fact that Blizzard owns SC2 doesn't stop a popular mod from becoming a real game. Valve owns Half-Life, Counter-Strike became a standalone game (under Valve, sure, but that's because Valve are smarter than all other developers), Dota was a WC3 mod and became a Valve game (again, because Valve is smarter than other developers, including Blizzard). Starbow is a SC2 mod, but a smart company could hire the people behind it and make it a standalone game if it became hugely popular. Obviously they couldn't keep the starcraft references, just like Dota 2 doesn't keep the WC3 references, but that's obviously not the main aspect of a hugely popular mod.
It's not all that different from Dota really. Blizzard owns enough that you can't have another game with a zerg race with a lurker unit... but you can have a blob race with a norber unit, which works in the exact same way, only that it's green and slimey instead. There's nothing illegal with making a copy of another game, you can't trademark gameplay concepts.
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On January 17 2014 17:42 Tobberoth wrote:Show nested quote +On January 17 2014 15:46 Assirra wrote:On January 17 2014 14:07 elmerpogs wrote: First we have DOTA1 on the WC Engine, then there's DOTA2 standalone on Valves hand. Will Starbow be heading that direction. And if that happens, I guess you know where most of us are heading to. Considering that Blizzard owns starcraft, the chance it becomes a standalone is zero perccent. It's about the same chance as all other mods, the fact that Blizzard owns SC2 doesn't stop a popular mod from becoming a real game. Valve owns Half-Life, Counter-Strike became a standalone game (under Valve, sure, but that's because Valve are smarter than all other developers), Dota was a WC3 mod and became a Valve game (again, because Valve is smarter than other developers, including Blizzard). Starbow is a SC2 mod, but a smart company could hire the people behind it and make it a standalone game if it became hugely popular. Obviously they couldn't keep the starcraft references, just like Dota 2 doesn't keep the WC3 references, but that's obviously not the main aspect of a hugely popular mod. It's not all that different from Dota really. Blizzard owns enough that you can't have another game with a zerg race with a lurker unit... but you can have a blob race with a norber unit, which works in the exact same way, only that it's green and slimey instead. There's nothing illegal with making a copy of another game, you can't trademark gameplay concepts. Ever since blizzard failed to acquire icefrog and dota, they made it so all maps put on arcade are owned by them to prevent something like Dota from slipping from their fingers.
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On January 17 2014 18:17 [17]Purple wrote:Show nested quote +On January 17 2014 17:42 Tobberoth wrote:On January 17 2014 15:46 Assirra wrote:On January 17 2014 14:07 elmerpogs wrote: First we have DOTA1 on the WC Engine, then there's DOTA2 standalone on Valves hand. Will Starbow be heading that direction. And if that happens, I guess you know where most of us are heading to. Considering that Blizzard owns starcraft, the chance it becomes a standalone is zero perccent. It's about the same chance as all other mods, the fact that Blizzard owns SC2 doesn't stop a popular mod from becoming a real game. Valve owns Half-Life, Counter-Strike became a standalone game (under Valve, sure, but that's because Valve are smarter than all other developers), Dota was a WC3 mod and became a Valve game (again, because Valve is smarter than other developers, including Blizzard). Starbow is a SC2 mod, but a smart company could hire the people behind it and make it a standalone game if it became hugely popular. Obviously they couldn't keep the starcraft references, just like Dota 2 doesn't keep the WC3 references, but that's obviously not the main aspect of a hugely popular mod. It's not all that different from Dota really. Blizzard owns enough that you can't have another game with a zerg race with a lurker unit... but you can have a blob race with a norber unit, which works in the exact same way, only that it's green and slimey instead. There's nothing illegal with making a copy of another game, you can't trademark gameplay concepts. Ever since blizzard failed to acquire icefrog and dota, they made it so all maps put on arcade are owned by them to prevent something like Dota from slipping from their fingers.
If something like Dota happens again, it's probably going to be a very big deal with the whole gaming force going against Blizzard.
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What happened to the tileset of Fighting Spirit o_O It was grass, now it's snowy.
![[image loading]](http://i.imgur.com/LsCCc6a.jpg)
Also, I posted this before but perhaps there was no response or I missed it. What was the reasoning to use the HotS campaign cursor, which has a misaligned crosshair (it's not in the middle of the red circle) over the default SC2 multiplayer cursor? I believe the red circle also 'jumps' onto a target if you are close to it, which is pretty weird. But mainly the circle is distracting and the wrong alignment of the crosshair is a bit silly. Just the crosshair is better imo 
![[image loading]](http://i.imgur.com/8CMQv5f.jpg)
![[image loading]](http://i.imgur.com/pRGVfgP.jpg)
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On January 17 2014 17:42 Tobberoth wrote:Show nested quote +On January 17 2014 15:46 Assirra wrote:On January 17 2014 14:07 elmerpogs wrote: First we have DOTA1 on the WC Engine, then there's DOTA2 standalone on Valves hand. Will Starbow be heading that direction. And if that happens, I guess you know where most of us are heading to. Considering that Blizzard owns starcraft, the chance it becomes a standalone is zero perccent. It's about the same chance as all other mods, the fact that Blizzard owns SC2 doesn't stop a popular mod from becoming a real game. Valve owns Half-Life, Counter-Strike became a standalone game (under Valve, sure, but that's because Valve are smarter than all other developers), Dota was a WC3 mod and became a Valve game (again, because Valve is smarter than other developers, including Blizzard). Starbow is a SC2 mod, but a smart company could hire the people behind it and make it a standalone game if it became hugely popular. Obviously they couldn't keep the starcraft references, just like Dota 2 doesn't keep the WC3 references, but that's obviously not the main aspect of a hugely popular mod. It's not all that different from Dota really. Blizzard owns enough that you can't have another game with a zerg race with a lurker unit... but you can have a blob race with a norber unit, which works in the exact same way, only that it's green and slimey instead. There's nothing illegal with making a copy of another game, you can't trademark gameplay concepts.
Dota2 took 2-3 years of development before the first closed beta. Starbow will have to take much more, since in addition to the "game" itself - it needs a map editor and support for multiple maps - also there is no proven F2P RTS model which is a big issue - command&conquer failed spectacularly in that aspect.
Not saying a standalone mod growing out of a starcraft2 is not going to happen - but a decent one wont happen before 2018 or something.
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the goliath anti air looks alot like the interceptors, hard to know whats what during fights.
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I have a few questions regarding the Zerg:
1 - Why is the Queen Larva mechanic like that - why isn't it make another extra larva when the timer's done ? chronoboost-type-ish mechanic really doesn't fit for Zerg TBH.. There used to be the thing called Breed - why didn't you guys just adjust it, and instead you completely changed it to what we see now - that weird Queen chrono ?
2 - Why aren't Queens able to attack by default ? - is it have to do something that you guys afraid of Queen rushes ?, still - would be better than choose Queen energy between defense and macro.. Well - TBH - on a broader level - feels like the "defense or macro" is a bad choice for non-positional based races such as the Zerg.. Kinda rewards sloppy plays IMO.. So - what decided to that conclusion that the decision/solution for the Queen defense to be energy based is the best to begin/work with ?
3 - Don't you feel like Zerg has a lot of survival problems at Hatch tech (even with the Hydras being there), cause of lack of larvae, while in the same time Roaches being too strong for the Protoss after Lair kicks in ?
First and second question is more-general, and the 3rd question is more like ZvP based to what I've seen TBH so far
4 - Is there a link with description of abilities and characteristics and costs/build-time of the units ??
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On January 17 2014 18:37 VArsovskiSC wrote: I have a few questions regarding the Zerg:
1 - Why is the Queen Larva mechanic like that - why isn't it make another extra larva when the timer's done ? chronoboost-type-ish mechanic really doesn't fit for Zerg TBH.. There used to be the thing called Breed - why didn't you guys just adjust it, and instead you completely changed it to what we see now - that weird Queen chrono ?
2 - Why aren't Queens able to attack by default ? - is it have to do something that you guys afraid of Queen rushes ?, still - would be better than choose Queen energy between defense and macro.. Well - TBH - on a broader level - feels like the "defense or macro" is a bad choice for non-positional based races such as the Zerg.. Kinda rewards sloppy plays IMO.. So - what decided to that conclusion that the decision/solution for the Queen defense to be energy based is the best to begin/work with ?
3 - Don't you feel like Zerg has a lot of survival problems at Hatch tech (even with the Hydras being there), cause of lack of larvae, while in the same time Roaches being too strong for the Protoss after Lair kicks in ?
First and second question is more-general, and the 3rd question is more like ZvP based to what I've seen TBH so far
4 - Is there a link with description of abilities and characteristics and costs/build-time of the units ?? If you wanna larva macro hatcheries bro.. I think are good the new mechanicks of larva.
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Best thing to happen to SC2
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This mod has nothing to do with SC2. It is a BW mod using the SC2 engine. This mod is all about BW.
If you want a different SC2 experience, try SC2 mod "One Goal".
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The campaign dependency was added to the mod. That adds everything from the campaign including that cursor and I think nobody bothered to look for it and disable it, yet (in case it should be disabled).
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On January 17 2014 18:37 VArsovskiSC wrote: I have a few questions regarding the Zerg:
1 - Why is the Queen Larva mechanic like that - why isn't it make another extra larva when the timer's done ? chronoboost-type-ish mechanic really doesn't fit for Zerg TBH.. There used to be the thing called Breed - why didn't you guys just adjust it, and instead you completely changed it to what we see now - that weird Queen chrono ?
2 - Why aren't Queens able to attack by default ? - is it have to do something that you guys afraid of Queen rushes ?, still - would be better than choose Queen energy between defense and macro.. Well - TBH - on a broader level - feels like the "defense or macro" is a bad choice for non-positional based races such as the Zerg.. Kinda rewards sloppy plays IMO.. So - what decided to that conclusion that the decision/solution for the Queen defense to be energy based is the best to begin/work with ?
3 - Don't you feel like Zerg has a lot of survival problems at Hatch tech (even with the Hydras being there), cause of lack of larvae, while in the same time Roaches being too strong for the Protoss after Lair kicks in ?
First and second question is more-general, and the 3rd question is more like ZvP based to what I've seen TBH so far
4 - Is there a link with description of abilities and characteristics and costs/build-time of the units ??
Can't answer all but:
2. In BW PvZ, scouting zerg early on was very important (hydra bust or muta play?). With the queen attacking by default it is very difficult to get that scout off. Now it is a little better, still difficult though (it was also very difficult in BW, especially if Zerg had early speelings). There are probably other reasons as well.
3. Zerg (late) earlygame is tricky. Especialyl vs toss. Same in BW. SimCIty and correct timings / responses is crucial. Roaches just got a small nerf in the latest patch. We'll see how that turn out. (Now it takes a bit more dmg while burrowed than before).
4. Try the Starbow wikia (http://starbow.wikia.com/wiki/Starbow_Wiki). Not everything is there but quite a bit. If there is something missing there PM me.
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