On January 19 2014 02:24 saddaromma wrote: pls stop this highground advantage pros and cons discussion. Its pointless. And no one cares.
Pretty much.
More evidence - if any more were actually required - that where SC is concerned, everyone is an expert with an opinion.
At least TL is better than reddit, which is on full meltdown mode this week.
Really? The StarBow sub thread? I may go and have a look for the lols. :D
The whole subreddit. r/starcraft's latest circlejerk is "Starbow is a circlejerk".
Some people really get insecure when others voice they really like Starbow.
the biggest circlejerk on screddit is that everything is a circlejerk. Which is a shame, because they usually put up some fun content, like the Redbull commercial today:
But, to stay on topic I have a question:
how do you deal with muta's in TvZ? Irradiate works, but only if the person can't find the irradiated muta, which isn't that hard. Goliaths only tickle the muta's and there isn't anything like a Thor or something.
I was wondering, have you guys maybe tried putting health bars under the units? I remember there was a thread or blog with pics with hp bars under units and it looked much cleaner.
On January 19 2014 02:24 saddaromma wrote: pls stop this highground advantage pros and cons discussion. Its pointless. And no one cares.
Pretty much.
More evidence - if any more were actually required - that where SC is concerned, everyone is an expert with an opinion.
At least TL is better than reddit, which is on full meltdown mode this week.
Really? The StarBow sub thread? I may go and have a look for the lols. :D
The whole subreddit. r/starcraft's latest circlejerk is "Starbow is a circlejerk".
Some people really get insecure when others voice they really like Starbow.
Its a reaction to people going around claiming that Starbow is RTS jesus. There was that thread on reddit that said "Love it or hate it, objectively the micro in starbow is pretty amazing." I am not sure if the person who wrote the thread knows what the word "objectively" means.
On January 19 2014 02:24 saddaromma wrote: pls stop this highground advantage pros and cons discussion. Its pointless. And no one cares.
Pretty much.
More evidence - if any more were actually required - that where SC is concerned, everyone is an expert with an opinion.
At least TL is better than reddit, which is on full meltdown mode this week.
Really? The StarBow sub thread? I may go and have a look for the lols. :D
The whole subreddit. r/starcraft's latest circlejerk is "Starbow is a circlejerk".
Some people really get insecure when others voice they really like Starbow.
Meh. The moron population of both camps seems about equal to me.
Anyway, there really wasn't much to see there, anyway. It got boring quick. So much for reddit.
The best find was an old AMA with the Blizzard design team talking about some design decisions. That was interesting.
Yeah both sides are pretty dumb. Really Starbow just needs to get its own reddit and say there while enjoying their mod. Tather then people putting passive aggressive threads and comments in the Sc2 threads.
It would be nice to enable hotkeying of the SpiderMine Detonate ability. Right now it's permabound to E and cannot be changed, at least for me and those I've talked to. I really need that fixed. =p
On January 19 2014 03:53 NukeD wrote: I was wondering, have you guys maybe tried putting health bars under the units? I remember there was a thread or blog with pics with hp bars under units and it looked much cleaner.
Impossible to do unless we use weird custom UI stuff.
Health bar modification is definently something we've taken a look at. I've done plenty of tooling around in that area myself.
I am not sure what you want the viking to be. It feels like a very expensive unit that doesn't quite fit a role right now. It is sort of an answer to mutalisks, but not a very efficient one. It is sort of an answer to enemy drop play, but lacks burst or range like it used to have. It is almost a worker harass unit, but is direly flimsy and deeply risky for its cost (1 more viking is 1 less tank in return for maybe 3 worker kills before retreat). I would want it to be a flexible harass unit that plays on armor values to find good opponents and run from bad ones.
When I think of what the viking ought to do, I think it should be moved closer to the Valkyrie in role via armor and damage adjustments. My suggestion is to up its armor to 2, lower its air damage by 2, increase its attack rate by 30%, increase its air range via some upgrade by 2, split the ground attack in 2 and increase its damage against light by 2, and revert its health back down to 130.
This would make it dangerous for low armor air that deals fast attacks (better against corsair, muta) With the upgrade it would be an answer to fleeing warp prisms and give it a chance to survive in late game air matches With the changes its split ground attacks would do better against light units (better against workers harass) It would be worse against capital air, as I think it should be to fit its flexible harass role It would be worse against real ground units with ground armor (marauder, dragoon, roach) It would remain vulnerable to spell damage at 130 health The split ground attack would mean that vikings would need weapon damage upgrades to remain viable, which would balance out their increased early harass power
To the mapmakers: It gets really confusing on the ports of the old BW maps as Zerg. You can spread creep almost everywhere but not build on it. (For example the highground on circuit breaker between the natural and the third). Some way of indication, or even better, just everything that looks buildable being buildable would be appreciated.
Just my opinion: sentinels are going to ruin the potential of this game. They are worse than oracles TvP, it's a unit that doesn't demonstrate skill, you simply get rewarded for building it 100%. I cannot fathom how anyone on this map making team would think it would be a good idea to add in an even stronger and more broken oracle.
It will ruin your own game, just my opinion having played it twice even knowing they were coming. One of the reasons SC2 is failing right now is because there's too much an emphasis on air fights instead of ground to ground battles and map control.
A unit this stupidly easy to use breaks the game, it's also one of the main reasons TvP mech in SC2 is not viable - having uber viable stargate tech path means mech has to suddenly sacrifice a lot of ground power.
It's not about - can someone counter this unit. It's about one player requiring about 10x the effort to counter a unit that is too easy to use. After playing against this thing two games in a row, not too interested in starbow anymore tbh.
On January 19 2014 06:05 avilo wrote: Just my opinion: sentinels are going to ruin the potential of this game. They are worse than oracles TvP, it's a unit that doesn't demonstrate skill, you simply get rewarded for building it 100%. I cannot fathom how anyone on this map making team would think it would be a good idea to add in an even stronger and more broken oracle.
It will ruin your own game, just my opinion having played it twice even knowing they were coming. One of the reasons SC2 is failing right now is because there's too much an emphasis on air fights instead of ground to ground battles and map control.
A unit this stupidly easy to use breaks the game, it's also one of the main reasons TvP mech in SC2 is not viable - having uber viable stargate tech path means mech has to suddenly sacrifice a lot of ground power.
It's not about - can someone counter this unit. It's about one player requiring about 10x the effort to counter a unit that is too easy to use. After playing against this thing two games in a row, not too interested in starbow anymore tbh.
Immature behavior: raging against a single unit in the Starbow thread and threatening to stop playing as if people are going to care . .
Mature behavior: advising that you feel a unit is imbalanced and suggesting a tweak or a change, while acknowledging that the game is in beta, has a dedicated set of developers and has great potential for the future
On January 19 2014 06:05 avilo wrote: Just my opinion: sentinels are going to ruin the potential of this game. They are worse than oracles TvP, it's a unit that doesn't demonstrate skill, you simply get rewarded for building it 100%. I cannot fathom how anyone on this map making team would think it would be a good idea to add in an even stronger and more broken oracle.
It will ruin your own game, just my opinion having played it twice even knowing they were coming. One of the reasons SC2 is failing right now is because there's too much an emphasis on air fights instead of ground to ground battles and map control.
A unit this stupidly easy to use breaks the game, it's also one of the main reasons TvP mech in SC2 is not viable - having uber viable stargate tech path means mech has to suddenly sacrifice a lot of ground power.
It's not about - can someone counter this unit. It's about one player requiring about 10x the effort to counter a unit that is too easy to use. After playing against this thing two games in a row, not too interested in starbow anymore tbh.
Did they change it? I find the sentinels almost too weak, but I play mostly Zerg. I tested it as a toss, you can`t focus fire their ballthingy, it always targets the closest unit. I just run a drone or zergling under it and it becomes very cost innefficient for toss, but maybe they changed it. Too bad I missed you streaming it :<
On January 19 2014 06:05 avilo wrote: Just my opinion: sentinels are going to ruin the potential of this game. They are worse than oracles TvP, it's a unit that doesn't demonstrate skill, you simply get rewarded for building it 100%. I cannot fathom how anyone on this map making team would think it would be a good idea to add in an even stronger and more broken oracle.
It will ruin your own game, just my opinion having played it twice even knowing they were coming. One of the reasons SC2 is failing right now is because there's too much an emphasis on air fights instead of ground to ground battles and map control.
A unit this stupidly easy to use breaks the game, it's also one of the main reasons TvP mech in SC2 is not viable - having uber viable stargate tech path means mech has to suddenly sacrifice a lot of ground power.
It's not about - can someone counter this unit. It's about one player requiring about 10x the effort to counter a unit that is too easy to use. After playing against this thing two games in a row, not too interested in starbow anymore tbh.
Chill out. Its too soon to say + sentinels were recently nerfed.
On January 19 2014 06:05 avilo wrote: Just my opinion: sentinels are going to ruin the potential of this game. They are worse than oracles TvP, it's a unit that doesn't demonstrate skill, you simply get rewarded for building it 100%. I cannot fathom how anyone on this map making team would think it would be a good idea to add in an even stronger and more broken oracle.
It will ruin your own game, just my opinion having played it twice even knowing they were coming. One of the reasons SC2 is failing right now is because there's too much an emphasis on air fights instead of ground to ground battles and map control.
A unit this stupidly easy to use breaks the game, it's also one of the main reasons TvP mech in SC2 is not viable - having uber viable stargate tech path means mech has to suddenly sacrifice a lot of ground power.
It's not about - can someone counter this unit. It's about one player requiring about 10x the effort to counter a unit that is too easy to use. After playing against this thing two games in a row, not too interested in starbow anymore tbh.
You can't talk about balance after playing mod for 3 days and neither can I. Give it time, I personally had no problems with the unit so far, try different things to counter it.
On January 19 2014 03:53 NukeD wrote: I was wondering, have you guys maybe tried putting health bars under the units? I remember there was a thread or blog with pics with hp bars under units and it looked much cleaner.
Impossible to do unless we use weird custom UI stuff.
Health bar modification is definently something we've taken a look at. I've done plenty of tooling around in that area myself.
Really? I remember having a way to change the health bars quite a bit. Can you only change their size and design and not their location? I always forgot where in the data it was but I recall being able to adjust energy, shield, health bars quite a bit.