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[A] Starbow - Page 162

Forum Index > SC2 Maps & Custom Games
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decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 20 2012 22:18 GMT
#3221
I'm on EU right now, don't think I can stream while on EU, sorry
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 21 2012 00:10 GMT
#3222
Streaming on NA now www.twitch.tv/decemberscalm

Gimme a sec for stream to start.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 21 2012 16:51 GMT
#3223
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 21 2012 19:23 GMT
#3224
--- Nuked ---
CapnAmerica
Profile Blog Joined November 2010
United States508 Posts
November 21 2012 20:32 GMT
#3225
On November 22 2012 04:23 Laertes wrote:
Right now 4:00 marine pushes are really deadly, the stalker doesn't even kill 4 marines, because it has to take damage to kill them.


No, you just don't know how to micro against a marine poke. You would straight up die to this same thing in SC2 if you didn't micro properly, you just need to kite and poke in and whittle down the marine count while your stalker ball grows.

Also you were going Nexus First. Bringing this up because, while your post (the rest of it) is kinda cool, it's totally not needed and there is no issue at present that can't be solved by you being better.
After all this time, I still haven't figured out the correlation between sexual orientation and beating an unprepared opponent. Are homosexuals the next koreans? Many players seem to think it's an unfair advantage. - pandaburn
Traceback
Profile Joined October 2010
United States469 Posts
November 21 2012 21:00 GMT
#3226
I really think stalker and immortal designs are fine for now. Maybe need some slight balancing, but I don't see any blatant design flaws. Sure it would be nice if the immortal was less of an a-move unit, but to be honest, it's not horrible like the colossus or anything so it's fine.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2012-11-21 21:25:43
November 21 2012 21:24 GMT
#3227
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-11-21 22:00:56
November 21 2012 21:58 GMT
#3228
@Laertes

I agree that the Immortal is a plain unit and there are many similarites between Immortal + Stalker. They are unique to each other mainly in stats and not in terms of control or interaction. They simply function in a similar way. I do look at ways to add some spice to the Immortal, since I think there is potential for it. You mention that one nice feature with the Dragoon is the moving-shot and the projectile. Maybe a similar thing can be added to the Immortal. Just as a way to allow P to do more stuff with it.

dragoons would WAAAAY more fun to handle than immortals and stalkers,


You mention that the Dragoon would be truly unique and not overlap with any P unit. Since it has moving shot it allows skilled players to get more potential from their units. And that is nice. But apart from that, exactly what makes the Dragoon so much more fun to handle?

What is so lame with the Stalker with Blink?



Edit: Again, I do not hate the Dragoon. I just wanna understand how you mean.
Creator of Starbow
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 21 2012 22:31 GMT
#3229
--- Nuked ---
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-11-21 22:55:08
November 21 2012 22:53 GMT
#3230
On November 22 2012 06:58 Kabel wrote:
What is so lame with the Stalker with Blink?

The complete control over any kind of fight, the possibility to choose when and where to fight, the ability to invalidate any sort of static defenses and walls, ultimate mobility, map control, scouting AND an amassable core part of the army combined in one unit.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
SolidSMD
Profile Joined April 2011
Belgium408 Posts
November 21 2012 23:16 GMT
#3231
As capn has said, if you die to marine pressure, it's your fault, i go nexus first every game and i've had no problems with marine pressure, stalkers pretty much own it up with good control.
Why take out one of the few interesting abilities the browderteam came up with? I don't get it, it adds much more depth into the game (not only bypassing terrain, also rewarding good micro in fights), the problem was that the stalker was too strong before, which got fixed, i don't see the problem.
Working on Starbow!
Traceback
Profile Joined October 2010
United States469 Posts
November 22 2012 00:54 GMT
#3232
Blink is a tricky spell. Although it can create nice micro, the ability to completely avoid terrain is kinda odd and possible a bad design. Right now, stalker is weak enough where offensive blinking int your base is a tactical choice, but unlikely to just end game. If stalker gets buffed though, which I think might be needed in certain other areas, blink could very easily become a problem.

The fundamental problem is units that avoid terrain eliminate a lot of defenders advantage. You now no longer have to fight up the ramp, you can just blink past the ramp.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
November 22 2012 01:10 GMT
#3233
Having your main army be able to Blink is lame. Blink isn't a terrible ability but it's one that belongs to a weak unit to get in and out. If it belonged to DTs as a late game upgrade for example, then it would be cool because they're melee, and it would be an upgrade that would help them harrass and outlive detection. At the same time massing them would suck because it would take too much away from your main army and they would die right away in an actual engagement. Having blink on a unit a Protoss is expected to mass is bad because it forces your bread and butter unit to be too weak in order to have it at a trade off to blink. When you give a unit something cool, then you have to balance it out by nerfing it a bit, unless it was already underpowered. This is logical, but if it's your main army we're talking about, then forget the new cool thing and let me keep my reliable unit. That's the problem I have with it. Goons were fine.
Kill the Deathball
Traceback
Profile Joined October 2010
United States469 Posts
November 22 2012 03:55 GMT
#3234
Ooo. DT with blink upgrade on twilight... That's an idea...
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 22 2012 05:42 GMT
#3235
I REALLY wanna try this out, shame I have not seen it before. I remember switching from BW to SC2 and thinking "I loose the game if I just miss a forcefield once, this is retarded". The good old back and forth battles are back! But ... there is none to play this with. I joined EU chat last night and there were two others in the channel and they were both busy. C'om guys! All should switch to Starbow, balance it nice and make it the new SC2. Not the SC2 we deserve, but the SC2 we want
aka KanBan85. Working on Starbow.
Traceback
Profile Joined October 2010
United States469 Posts
November 22 2012 07:40 GMT
#3236
There are lots of people on at certain times. Just have to find the times.

PS: If you want more people tell your friends.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 22 2012 08:31 GMT
#3237
On November 22 2012 16:40 Traceback wrote:
There are lots of people on at certain times. Just have to find the times.

PS: If you want more people tell your friends.

I will try harder , but all my friends play so casual that getting their head around a new concept is too hard for them
aka KanBan85. Working on Starbow.
vrumFondel
Profile Joined November 2012
Russian Federation42 Posts
November 22 2012 09:09 GMT
#3238
I'm on chatroom now u can join.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-11-22 21:53:31
November 22 2012 21:14 GMT
#3239
Attention Starbow citizens.

I'll be working on and coordinating a project that should revitalize the current map pool. I have a few mappers already I could get to help me, but I'd love if we have more than just NA guys helping me and talking to me. If you wouldn't mind lending a hand pm or just pm me your skype if you have it.

As for non-mappers, feel free to PM me maps so we don't just have pages and pages of talk about new maps people find.
I'll post really good candidates for discussion.

To start off we need to know what is the best criteria for a map.
My primary goal is to make sure defenders advantage is put into actual practice to support Kabel's concept of the game as proposed in the Op.
This means making choke points and ramps actually matter.

With Kabel's blessing, we could potentially get in some amazing maps to play on to complement this amazing mod.
Thank you!
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-11-23 05:34:22
November 23 2012 05:11 GMT
#3240
On November 23 2012 06:14 decemberscalm wrote:
To start off we need to know what is the best criteria for a map.


I know we both agreed on this earlier, but I just want to reiterate that maps really need to be larger than they are. I realise BW, SC2, and Starbow are all different games, but due to the perfect pathing of units under the SC2 engine, units just get everywhere so quickly. I think the only map we really have on a decent size is Lunar Industries, which is 160x160 of playable terrain. I think 160x160 would be a good minimum, but I would love to see even larger maps like Condemned Ridge size (208x200, of course the map would need to work for Starbow. SC2 maps are limited by the need to be able to use forcefields and such -- a lot less pure open space.)

Some other things that are more personal wants:
- having the 3rd not be basically "given" to you
- if trying to port over BW maps, the open spaces should be like twice as large (well, everything, but this is just a reminder). For example, the remake of Fighting Spirit is way too small. It is 160x160 of playable terrain, but maybe 15x15 of that is some outer air-only area. The open space in the middle is not large enough. It is so easy to go boundary to boundary (within the middle open space) with units in the SC2 engine. More space also allows for more flanking. I may just completely remake Fighting Spirit again.
- maps where non-forced cross spawn are possible. I have always hated that about SC2. I really miss not knowing which spawn your opponent is at. I know it needs to be balanced, but it definitely provides more positive dynamic (and fun) to gameplay.
T P Z sagi
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