It might have been covered in a previous post, but I couldn't find it with the search function.
Starbow - Page 98
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Brett
Australia3820 Posts
It might have been covered in a previous post, but I couldn't find it with the search function. | ||
playa
United States1284 Posts
On January 20 2014 17:07 Darksoldierr wrote: Probably because of the AI and the engine. Zerglings are smarter to get surface area than in BW, where they literally linked behind eachanother a bit before trying to cover an enemy unit from each sides But also in return, you are able to control your marines (and every other unit) lot easier, than in BW Ah. Maybe they should have combat shield for a reason... They just feel so weak/fragile/impotent now. Maybe it's just me. I'll try playing some more. Nice catch/observation. | ||
ANLProbe
667 Posts
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cptjibberjabber
Netherlands87 Posts
On January 20 2014 17:53 ANLProbe wrote: This is just an idea that I came up with that could be pretty cool for bio. What if you could merge a medic and dropship and it would turn into a medivac (like what you would do to merge DTs/HTs into Archons). This way, you can still go for early marine medic pressure, drops would be a bit better as if you want to heal then medics wouldn't take up dropship space and bio players don't really have much incentive to build dropships. It would also make bio more viable in TvP. Also, why were marauders range reduced? I think they're apart for a reason, so I don't think it's likely for them to smush them back together ![]() Still though, bio feels a bit weak with those monster zerglings. Though I have only played a few games, most of which were against a masters player while i'm in platinum, lol. Let's see what happens today :D | ||
KenZy
France92 Posts
It was really fun to play, hope to see some others tournaments and next time i will be ready for some zvz =) | ||
Hider
Denmark9341 Posts
On January 20 2014 18:25 KenZy wrote: Hey, i'm the one (glio) who won vs Losira in Razer Tournament, i come from bw and also played sc2 and i have to say ZvT seems really hard for terran. I played my first game on Starbow during this tournament, just used my bw builds and it seems really strong. I also think that baneling should maybe remove cuz zerg is already really strong and it makes ZvZ not really interesting to play/watch but that's just my point of view. I'm maybe saying that cuz i'm mad to have lost in a zvz cuz i didn't know how to play that with baneling and didn't know queens could attack :D. It was really fun to play, hope to see some others tournaments and next time i will be ready for some zvz =) TvZ is probably also the matchup where you get hurt the most for not using terrans macromechanics properly (as Losira doesn't do yet). So we think over time terran players will adapt better to the matchup in the early game, but we still believe that terran could use an early game buff vs zerg. | ||
Orek
1665 Posts
![]() Center grid of vespene geyser (3X3 building) ![]() It is not my mistake that [A,45-90] is not 100% unlike other "A" locations. Gas at that angle is always mined a bit more slowly. (checked multiple times) Therefore, in starbow, using "B" locations instead of "A" is preferable when making symmetrical maps. (all maps should be symmetrical anyways) Although it limits map design, "B" and "G" locations need to become standard. Note that with 1 or 2 workers, there is difference in mining speed even among these 12 "B" and "G" locations, but it might be too extreme to make a single angle the only standard one. Considering that mining with 3 workers is by far the most common, it makes sense to ensure that, at least, mining efficiency remains the same for all players no matter where they spawn as long as they use 3 workers are for gas. Here are the vespene geysers whose placements need to be fixed ([A,45-90] is collored with orange. Other inefficient ones are yellow.) + Show Spoiler + ![]() ![]() ![]() ![]() ![]() ![]() | ||
KenZy
France92 Posts
On January 20 2014 18:29 Hider wrote: TvZ is probably also the matchup where you get hurt the most for not using terrans macromechanics properly (as Losira doesn't do yet). So we think over time terran players will adapt better to the matchup in the early game, but we still believe that terran could use an early game buff vs zerg. Don't think the pb is in the early game but in late game. It's to easy to use defiler and Losira could do nothing against dark swarm. But i didn't play enough games to say that's imba or not. | ||
NukeD
Croatia1612 Posts
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Zaphod Beeblebrox
Denmark697 Posts
Note that the Razer tournament had a representative from each race in top 3. At this point there is no point discussing whether one race has an advantage or not. The only thing we know by now is that all races seems to be on even footing as far as starting from scratch. That is great news, since this means a good balance at lower level play, making the mod more accesable to new players. Right now the biggest advantages you can have in playing StarBow seems to be BW experience foremost and ability to adapt to the new mechanics and units secondly. The finals were a really good showcase of this with both sides using BW strategies and only experimenting very little. When players start experimenting much more with units, we will see a shift in gameplay and strategies that should shake up balance much more. | ||
Xiphias
Norway2223 Posts
On January 20 2014 18:31 Orek wrote: Update on my gas research (Reference:[G] ~8% faster gas mining ) ![]() Center grid of vespene geyser (3X3 building) ![]() It is not my mistake that [A,45-90] is not 100% unlike other "A" locations. Gas at that angle is always mined a bit more slowly. (checked multiple times) Therefore, in starbow, using "B" locations instead of "A" is preferable when making symmetrical maps. (all maps should be symmetrical anyways) Although it limits map design, "B" and "G" locations need to become standard. Note that with 1 or 2 workers, there is difference in mining speed even among these 12 "B" and "G" locations, but it might be too extreme to make a single angle the only standard one. Considering that mining with 3 workers is by far the most common, it makes sense to ensure that, at least, mining efficiency remains the same for all players no matter where they spawn as long as they use 3 workers are for gas. Here are the vespene geysers whose placements need to be fixed ([A,45-90] is collored with orange. Other inefficient ones are yellow.) + Show Spoiler + ![]() ![]() ![]() ![]() ![]() ![]() Thank you so much for this. I'll make sure it is fixed tonight or fix it myself. Also, something that few people seem to know is that the queen transfuse (now called something else) speeds up a constructing building. Good for getting up clutch defenses in time or to surprise opponents with early etch (super-early mutas anyone?) | ||
Fencar
United States2694 Posts
It feels like Marauders might be a bit weak though. Probably just me; I should probably macro better to get 'more' Bio units out, but they feel like they don't do too much damage and die about as fast as before. Marines feel a bit similar, at least in TvP. Reavers are pretty strong! Also, I really want to try to go Bio-Tank or some form of Bio-Mech- anyone got any ideas for this kind of playstyle in TvP and TvT in terms of what kinds of units would be useful in what roles? For TvT, I'm a little lost because Tanks are so strong. I'm not really sure how I would go about doing anything other than straight Mech in TvT without having really strong mechanics, at which point I could probably go Mech more effectively at this point in the game. This would probably play similar to normal SC2 TvT, but maybe Ghosts to stop Tanks from attacking? I'm not sure if I'd be able to hit the Tanks with the Ghost ability that stops them from attacking though, since Tanks still have an awful lot of range and the projectile for the Ghost's ability is pretty slow. For TvP I was thinking some Firebats in front, mostly Marine/Marauder core being very aggressive on multiple fronts with dropships, and then dumping gas into Tanks and Science Vessels. I was thinking maybe Ghosts to disable the Reavers long enough to focus them down with Marauders, and I'm probably going to try it, but the costs are pretty high. | ||
SkelA
Macedonia13017 Posts
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BoX
United States214 Posts
When SC2 first came out, it was grossly imbalanced/incomplete. It was not very fun to play, and it had that hollow unsatisfying feeling to it even then. I've always thought, "it will get fun once LotV is released, because it will be complete then.. So I'll just bear how boring it currently is, in hope it gets better!" But this Starbow, although it's nowhere near perfect, is already extremely satisfying to play. Honestly, I'm very grateful to you guys for developing this game. As far as I'm concerned, you've saved SC2 for me. And for many others from the looks of it. This feeling I get when I play it, it's the feeling I was looking for with SC2 but never got. It's how I felt when I played BW. A deep connection and enjoyment to the game, a satisfying feeling. So I wanted to say thanks, and that I'm grateful for your hard work. Keep it up guys.. You will absolutely be rewarded for this, if not just from happy gamers, but with careers in the gaming field. You guys have the magic touch that Blizzard seems to have lost.. Just my thoughts, I might be wrong or stupid for those opinions (because I don't know any of you at all, lol), but whatevs. | ||
Xiphias
Norway2223 Posts
On January 20 2014 19:45 Fencar wrote: Massive props to the devs of Starbow! I've been loving the game over my miniscule estimate of 4-6 games played, and your responses to community feedback (from my viewpoint, at least) are outstanding. It feels like Marauders might be a bit weak though. Probably just me; I should probably macro better to get 'more' Bio units out, but they feel like they don't do too much damage and die about as fast as before. Marines feel a bit similar, at least in TvP. Reavers are pretty strong! Also, I really want to try to go Bio-Tank or some form of Bio-Mech- anyone got any ideas for this kind of playstyle in TvP and TvT in terms of what kinds of units would be useful in what roles? For TvT, I'm a little lost because Tanks are so strong. I'm not really sure how I would go about doing anything other than straight Mech in TvT without having really strong mechanics, at which point I could probably go Mech more effectively at this point in the game. This would probably play similar to normal SC2 TvT, but maybe Ghosts to stop Tanks from attacking? I'm not sure if I'd be able to hit the Tanks with the Ghost ability that stops them from attacking though, since Tanks still have an awful lot of range and the projectile for the Ghost's ability is pretty slow. For TvP I was thinking some Firebats in front, mostly Marine/Marauder core being very aggressive on multiple fronts with dropships, and then dumping gas into Tanks and Science Vessels. I was thinking maybe Ghosts to disable the Reavers long enough to focus them down with Marauders, and I'm probably going to try it, but the costs are pretty high. I think ghost might be the key to trying to make Bio work vs toss and maybe even Terran mech. They are very fast and their stats are generally better than in SC2. Also, the shock spell is pretty good. Playing bio effectively, however, requiters tons of multitasking and should only be tried with lots of APM imo. Also the Ryung Vs MMA game that TB casted shows that fewer tanks and more vultures / goliath can be good in TvT if you manage too abuse the immobility of tanks. Edit: Although I am not the main dev of Starbow it really warms my heart to see all the positive feedback this mod is getting. I felt the same way when I first tried it about 1,5 years ago. "This is how it should be!" | ||
Fencar
United States2694 Posts
![]() Thanks for the advice! | ||
Dragonei
Spain28 Posts
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Izerman
Sweden99 Posts
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StarscreamG1
Portugal1652 Posts
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NukeD
Croatia1612 Posts
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