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On January 21 2014 18:38 Sikian wrote:Show nested quote +On January 21 2014 18:32 elmerpogs wrote: Im just a Starter Edition player. Can we pick all 3 races when playing Starbow? Sure, it will be completely free (and that means, complete access) with the new patch. They can't get into the chat channel, though, which is a minor bump in the road for some.
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On January 22 2014 02:21 Ljas wrote:Show nested quote +On January 21 2014 18:38 Sikian wrote:On January 21 2014 18:32 elmerpogs wrote: Im just a Starter Edition player. Can we pick all 3 races when playing Starbow? Sure, it will be completely free (and that means, complete access) with the new patch. They can't get into the chat channel, though, which is a minor bump in the road for some.
So when someone has Starter Edition and has no other friends to play with, can he do something with Starbow? "Join game" never worked for me and with no chat he can´t inv anyone right?
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I'm sure chat with individuals works fine, so there's that, at least.
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Patch uploaded
Bug fixes by Ahli: >>>+ Show Spoiler +- fixed Siege Tank (siege mode) bug that prevented firing - fixed Lurker not immediatly being able to receive attack commands after the burrowing process started - Arbiter's Recall: - no units will be teleported, if the Arbiter dies within 2.5 seconds after casting (before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds) - reduced shield animation radius of the Arbiter Tribunal <<<
Balance adjustements: >>>+ Show Spoiler +We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.
-Medic healing rate from 7.5 to 10 (heals faster) -Firebat damage point set to .05 (more microable) -Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec -Goliath starting range set to 5. Range upgrade gives +3. -Zealot attack cooldown set to 1.373 sec -Workers attack cooldown set to 1.373 from 1.6 sec -Lurker attack cooldown set to 2.3 from 2.6 sec -Ultralisk attack cooldown set to .936 -Reaver attack cooldown set to 3.7450 from 4.3350 -Reaver range reduced from 9 to 8
Apart from this, we also did the following balance adjustements:
- Medics now has Stimpack. Drains 10 energy and no life. - Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec. - Spider mine Detonate ability range reduced from 5.25 to 4.5
Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.
Viking speed upgrade seemed very overpriced for the effect it provides.
Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection. <<<
As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.
A more well written explanation by Hider: + Show Spoiler +One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW numbers to balance the game.
That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable. As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.
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Medic with Stimpack?^^ Faster healing or what :D
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interesting, patch during a tournament
mine range reduction was the most important one i think, very stupid how powerful that was!
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Stim on medic does not drain life, only 10 energy for a speed boost.
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interesting, patch during a tournament
It was supposed to be uploaded a bit earlier, but I had trouble getting access to battle.net.
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On January 22 2014 02:38 Xiphias wrote: Stim on medic does not drain life, only 10 energy for a speed boost. Oh yeah sorry, I actually read that as well but somehow I failed to realize that I typed it wrong.
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On January 22 2014 02:28 Kabel wrote:Patch uploadedBug fixes by Ahli:>>> + Show Spoiler +- fixed Siege Tank (siege mode) bug that prevented firing - fixed Lurker not immediatly being able to receive attack commands after the burrowing process started - Arbiter's Recall: - no units will be teleported, if the Arbiter dies within 2.5 seconds after casting (before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds) - reduced shield animation radius of the Arbiter Tribunal <<< Balance adjustements:>>> + Show Spoiler +We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.
-Medic healing rate from 7.5 to 10 (heals faster) -Firebat damage point set to .05 (more microable) -Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec -Goliath starting range set to 5. Range upgrade gives +3. -Zealot attack cooldown set to 1.373 sec -Workers attack cooldown set to 1.373 from 1.6 sec -Lurker attack cooldown set to 2.3 from 2.6 sec -Ultralisk attack cooldown set to .936 -Reaver attack cooldown set to 3.7450 from 4.3350 -Reaver range reduced from 9 to 8
Apart from this, we also did the following balance adjustements:
- Medics now has Stimpack. Drains 10 energy. - Viking speed upgrade cost reduced from cost 150/150, BT 140 sec, to cost 100/100, BT 110 sec. - Spider mine Detonate ability range reduced from 5.25 to 4.5
Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.
Viking speed upgrade seemed very overpriced for the effect it provides.
Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection. <<< As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future. I hope you guys keep an eye on Carrier vs Goliath. It already felt heavily in favor of Goliath, and after the damage nerf for Carrier (2x5 -> 2x4) and the Goliath buff I can hardly imagine going Carriers is a good choice in lategame. Considering Terran will start mech upgrades for their early/mid game as well, it would not be unlikely to see +2 Armor Goliaths (= 3 total armor) vs unupgraded Carriers, which results in every Interceptor dealing just 1 (!!!!) damage per attack to a Goliath. Not sure how much harder of a counter you can get
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Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ?
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Excuse my lack of knowledge in the technical terms but what does "damage point" mean what does it do?
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On January 22 2014 02:41 saltis wrote: Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ? Isn't it played on EU?
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On January 22 2014 02:40 dani` wrote:I hope you guys keep an eye on Carrier vs Goliath. It already felt heavily in favor of Goliath, and after the damage nerf for Carrier (2x5 -> 2x4) and the Goliath buff I can hardly imagine going Carriers is a good choice in lategame. Considering Terran will start mech upgrades for their early/mid game as well, it would not be unlikely to see +2 Armor Goliaths (= 3 total armor) vs 0 attack Carriers, which results in every Interceptor dealing just 1 (!!!!) damage per attack to a Goliath. Not sure how much harder of a counter you can get
He forgot to mentioned this. We are keeping an eye on Goliath Vs Carriers. We'll see how this goes, but Carries might need a buff again.
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On January 22 2014 02:41 saltis wrote: Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ?
It's only NA that is down at the moment, but if you've patched to 2.1 then you can't access the other servers as they're still running 2.0.
On January 22 2014 02:28 Kabel wrote:Patch uploadedBug fixes by Ahli:>>> + Show Spoiler +- fixed Siege Tank (siege mode) bug that prevented firing - fixed Lurker not immediatly being able to receive attack commands after the burrowing process started - Arbiter's Recall: - no units will be teleported, if the Arbiter dies within 2.5 seconds after casting (before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds) - reduced shield animation radius of the Arbiter Tribunal <<< Balance adjustements:>>> + Show Spoiler +We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.
-Medic healing rate from 7.5 to 10 (heals faster) -Firebat damage point set to .05 (more microable) -Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec -Goliath starting range set to 5. Range upgrade gives +3. -Zealot attack cooldown set to 1.373 sec -Workers attack cooldown set to 1.373 from 1.6 sec -Lurker attack cooldown set to 2.3 from 2.6 sec -Ultralisk attack cooldown set to .936 -Reaver attack cooldown set to 3.7450 from 4.3350 -Reaver range reduced from 9 to 8
Apart from this, we also did the following balance adjustements:
- Medics now has Stimpack. Drains 10 energy and no life. - Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec. - Spider mine Detonate ability range reduced from 5.25 to 4.5
Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.
Viking speed upgrade seemed very overpriced for the effect it provides.
Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection. <<< As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.
Just a small annoyance, but could you have a consistent way of saying balance changes in the future please? It's a tiny bit awkward to read "Changed to A from B" for 95% of it, but have the last 5% being "Changed from B to A"
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One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers (as Blizzard has) and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW as the core game for balance purposes.
That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable. As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.
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On January 22 2014 02:28 Kabel wrote:Patch uploadedBug fixes by Ahli:>>> + Show Spoiler +- fixed Siege Tank (siege mode) bug that prevented firing - fixed Lurker not immediatly being able to receive attack commands after the burrowing process started - Arbiter's Recall: - no units will be teleported, if the Arbiter dies within 2.5 seconds after casting (before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds) - reduced shield animation radius of the Arbiter Tribunal <<< Balance adjustements:>>> + Show Spoiler +We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.
-Medic healing rate from 7.5 to 10 (heals faster) -Firebat damage point set to .05 (more microable) -Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec -Goliath starting range set to 5. Range upgrade gives +3. -Zealot attack cooldown set to 1.373 sec -Workers attack cooldown set to 1.373 from 1.6 sec -Lurker attack cooldown set to 2.3 from 2.6 sec -Ultralisk attack cooldown set to .936 -Reaver attack cooldown set to 3.7450 from 4.3350 -Reaver range reduced from 9 to 8
Apart from this, we also did the following balance adjustements:
- Medics now has Stimpack. Drains 10 energy and no life. - Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec. - Spider mine Detonate ability range reduced from 5.25 to 4.5
Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.
Viking speed upgrade seemed very overpriced for the effect it provides.
Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection. <<< As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future. A more well written explanation by Hider:+ Show Spoiler +One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW numbers to balance the game.
That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable. As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well. Do those Goliath changes apply to both weapon types?
~ edit: I just checked on Texas, apparently yes. Both weapons have 5 range and 1.37 attack speed now.
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On January 22 2014 02:47 Hider wrote: One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW as the core game to balance it.
That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable. As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.
This is a good philosophy. Emulate BW but try to improve on parts. So far so good with medic stim.
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Its so nice to see changes that actually address imbalances or design flaws instead of the usual David Kim bullshit "oh the oracle isnt microable enough so we increased its speed"
I dont quite understand what the damage point change refers to though
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