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On February 15 2014 04:47 WarpTV wrote:Show nested quote +On February 15 2014 01:59 Piy wrote: With regards to using speed vultures, vulture play is pretty much the standard opening for Terran now. Then get some pressure on the map with bio and then go mech and split map. It's exciting to watch and fun to play and everything, but if you want to see more bio play in the mu, particularly early on, then you need to make banelings weaker in the 5-9 minute window to prevent zerg from powering vs bio so hard. After that is kind of irrelevant since blings aren't very strong mid game, but they buy zerg the extra 30 seconds to 1 minute that they need to get 15 more drones and skip spine crawlers to have a very strong economy vs a 2 base Terran. The real problem is not a unit, it is a build. Zerg's 3 base bane as outlined above is aimed to force a macro game. All that I see right now out of terrans is, 1- more agression 2- NERF ZERG ARGGG No one seem to be talking about a counter macro build. In Sc2, Top level Terrans did not deal with 3 base zerg via allins It was done with the 3 Orbital command build. Speed Vultures + bio also lands Terran in a safe spot and zerg tends to be pined back from the harass. Terran should spot where they can get out a fast 3rd with a Starbow version of the 3'OC build. Terran can then move in to a strong +1/+1 timing with vessels. I fear it will be zerg that has meta game problems in the coming months when terran has a new build to answer zerg's "3 base bane". But right now, Terran is the one evolving the meta in TvZ. As so many Terrans are trying to find a solution. Wile some look with in the game. Others cry out "nerf" because they don't know how to innovate. Oh and... mines > ling bane... Just putting that out there.
My point stands that if you want to see bio openings and pressure reminiscent of exciting BW games blings need altered a little. Rushing to 3OC like the first uneventful 10-12 mins of every sc2 TvZ is boring imo. Balanced maybe, but a bit dull for both players and spectators.
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Ladder seriously goin up on Monday?! Awesome.
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Well. I am so scared to say anything in case something unforeseen happens.
But if all get some good work done this weekend I really think it can be done on Monday. It is really close to done now.
Important to note that whenever something do comes out it will not be polished and super nice looking, but it will hopefully be functional and hopefully we won't have such issues as we need to reset the ladder. There will be updates and maintenance for a while after the initial release.
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I'm super excited for this. Starbow is fun, but I felt like without a ladder system, I couldn't really improve that much facing random opponents from super varied skill levels. With a ladder system, I can actually grind out flaws in my play much more effectively than taking an extra few minutes to find someone in the chat channel that's *very* roughly around my skill level.
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On February 15 2014 07:52 Xiphias wrote: Well. I am so scared to say anything in case something unforeseen happens.
But if all get some good work done this weekend I really think it can be done on Monday. It is really close to done now.
Important to note that whenever something do comes out it will not be polished and super nice looking, but it will hopefully be functional and hopefully we won't have such issues as we need to reset the ladder. There will be updates and maintenance for a while after the initial release. Maybe this is a good idea: for the Starbow team to do a new write-up on reddit with updates about recent events. It could have a list of patches, an explanation of the ladder, a mentioning of the upcoming invitational & totalbiscuit's clan wars, a look into what's next for starbow, maybe some recent vods, and it could try to encourage more people to play.
I basically think that the introduction of a ladder is significant enough that it deserves a write-up, because I think many people might not want to play a game that is lacking in one.
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On February 15 2014 08:15 Grumbels wrote:Show nested quote +On February 15 2014 07:52 Xiphias wrote: Well. I am so scared to say anything in case something unforeseen happens.
But if all get some good work done this weekend I really think it can be done on Monday. It is really close to done now.
Important to note that whenever something do comes out it will not be polished and super nice looking, but it will hopefully be functional and hopefully we won't have such issues as we need to reset the ladder. There will be updates and maintenance for a while after the initial release. Maybe this is a good idea: for the Starbow team to do a new write-up on reddit with updates about recent events. It could have a list of patches, an explanation of the ladder, a mentioning of the upcoming invitational & totalbiscuit's clan wars, a look into what's next for starbow, maybe some recent vods, and it could try to encourage more people to play. I basically think that the introduction of a ladder is significant enough that it deserves a write-up, because I think many people might not want to play a game that is lacking in one.
I 2nd this.
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Yeah there needs to be a writeup and a website.
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On February 15 2014 09:08 Jermman wrote: Yeah there needs to be a writeup and a website. The website already exists (won't be public til it's ready), but yea I'm thinking about doing a write-up if I have time this weekend.
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it takes so many goons to kill 1 attacking mine.. they move so fast when they lock onto a unit
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On February 15 2014 09:06 bearhug wrote:Show nested quote +On February 15 2014 08:15 Grumbels wrote:On February 15 2014 07:52 Xiphias wrote: Well. I am so scared to say anything in case something unforeseen happens.
But if all get some good work done this weekend I really think it can be done on Monday. It is really close to done now.
Important to note that whenever something do comes out it will not be polished and super nice looking, but it will hopefully be functional and hopefully we won't have such issues as we need to reset the ladder. There will be updates and maintenance for a while after the initial release. Maybe this is a good idea: for the Starbow team to do a new write-up on reddit with updates about recent events. It could have a list of patches, an explanation of the ladder, a mentioning of the upcoming invitational & totalbiscuit's clan wars, a look into what's next for starbow, maybe some recent vods, and it could try to encourage more people to play. I basically think that the introduction of a ladder is significant enough that it deserves a write-up, because I think many people might not want to play a game that is lacking in one. I 2nd this.
I will do this as soon as ladder is up.
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Are the system requirements close to the ones for vanilla SC2?
I'd love to play it, but most mods bring my Macbook Air to its knees.
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Tasteless... better then IEM :-)
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@Spidermines
A Spider Mine will attack any hostile non-hovering ground unit that comes in range, even cloaked units. If the target becomes invalid due to the unit dying or being picked up by a transport, the mine will burrow again at its current location and acquire a new target
This is not the case atm. For example, when the unit dies right now the mine will not burrow, it will instead just target something else(even further away from their range 3)
If a spider mine is blinded by a Medic's Optical Flare, it will not unburrow or explode unless a triggering unit is directly on top of it This quote is mostly for fun but could be cool with flare on medic in tvt maybe ![](/mirror/smilies/smile.gif)
Some other problems with the spidermine 1) The vulture have a cast range of 2 in starbow. In broodwar, the vulture plants not even in "melee" range but underneath himself.
This is big problem, on top of this the vulture is way smoother to move. We tried to have the spidermine plant like in broodwar before but it didnt work very good. The problem was that the vultures very often didnt plant the spidermines when ordered to (it was very incosisntent).
Maybe someone with more knowledge knows how to fix that. It would be really good!
2) I think the spidermine unburrow to fast here, atleast i get that feeling when i watch broodwar. Maybe even burrow faster to, not sure.
Other fun fact about him: Defensive matrix works on it and is effective in broodwar. Not sure in starbow.
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On February 15 2014 23:08 Foxxan wrote:
Other fun fact about him: Defensive matrix works on it and is effective in broodwar. Not sure in starbow. lol at defensive matrix spidermines XD
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Patch
Bug fixes: + Show Spoiler + - Spider mines no longer attack Larvas or other Spider mines. - Null wards no longer attack Larvas, Eggs or Spider mines. - Scourges now provide points in the score screen. - And a lot more...
Balance changes: + Show Spoiler + - Roach Tunnel ability cooldown reduced from 12 sec to 6 sec. Duration remains at 4 sec. Roaches now take full dmg from enemy units while burrowed.
- Stalker dmg increased from 7 to 8. (Still deals +50% vs light) - Stalker shield increased from 40 to 60. - Blink cooldown reduced from 12 to 9 seconds. - Stalker armor changed from Armored to Medium
- Marauder starting speed increased from 1.97 to 2.07 (Same as Marines) - Barrel stabilizer upgrade now increases Marauders attack range by 2. (Marines still get +1 range)
- Elite Reaper training now requires Engineering bay. - Elite Reaper training BT reduced from 186 sec to 120 sec. - Reaper Bombs dmg changed from 60+20 vs structure, to 80 vs all. (Allows them to 2-shot Tanks.)
- Flying Viking attack dmg increased from 2x8 dmg to 2x10 dmg. - Flying Viking splash dmg reduced from 25% to 20%. (Still maintains the same splash DPS) - Flying Viking turn rate increased so it is more agile.
- Recall can teleport four more units, up to a maximum of 20 units.
Explanation: + Show Spoiler +The Stalker intends to be a fragile, highly mobile skirmish unit, capable of harassment and damage support. It is currently a very narrow unit who sees useful play in rare situations: in PvZ vs Mutas, and sometimes in lategame TvP. We would like to make it more meaningful in other stages of the game, preferably in all match-ups. >>> + Show Spoiler + - The change to damage makes the Stalker slightly better vs more types of units.
- Shorter Blink cooldown allows more micro - get in and out of bases easier, catch enemy units, abuse terrain, more blink micro in combat etc.
- Having Medium as armor class makes the Stalker less hard countered by units who deal explosive damage, such as Dragoons or Hydralisks. This in combination with the buff to shield by 20, makes sieged Siege Tanks kill them in three shots, instead of two. (They have 1 HP left...) The Stalker shall obviously lose in straight up engagements vs those types of units. (Since it is not intended to be a pure combat unit.) Sometimes there is a thin line between being useless and being OP. Hopefully will those changes push the Stalker more into the game. If bad gameplay consequences are discovered, we will ofc be willing to revert this or find another way to go. <<< The Roachs ability "Tunnel" now offers more potential for micro, both in combat, for movement across the map and for harassment. Bio seems to have a hard time having early/mid game map presence vs Protoss. Part of this is because its difficult for the Marauder to get in range and deal dmg vs Dragoons. By gaining 2 extra attack range via the upgrade, the Marauder will hopefully be more useful both vs P and vs T. If the Marauder was given starting range 5, it would have same range as upgraded Dragoons while inside a Bunker. And this would very easily nullify early Dragoon pressure. Perhaps are more adjustments needed to make Bio or Mech + Bio viable in TvT and TvP later on. Early mass Reapers with Bomb upgrade tend to be lame vs Zerg. By pushing the Bomb upgrade further up the tech tree, it will now come into play a bit later. We were torn between reintroducing the Factory requirement for it, or give the Engineering bay a try. We decided to opt for the latter solution to see how it works out.
Future work: + Show Spoiler + - Ghost will get a modified version of Shock and a "new" spell that is almost completed in the editor. It will get some modifications in stats too. - Protoss air units will get some improvements. - Calldown SCV causes two dilemmas: 1) Easy to abuse vs enemy Tanks 2) Easy to take far away island bases We will look at solutions for this, and it will probably not be too hard to solve. - The Baneling is a heated topic in this thread. We have read lots of suggestions about it. We will evaluate and look into what might be possible ways to design it, without adding too much confusion to players. - As has been mentioned before, macro mechanics are a constant thing to keep an eye on. Perhaps will some form of modified macro mechanics come later, that both makes them feel more unique and clean, and if needed, better balanced. - One large dilemma has always been Bio vs Mech in TvT and TvP. Bio was basically unplayable in BW (except vs Zerg or for early pushes) and it would be nice if Bio or Bio + Mech became a viable way to play vs P and T. (Without feeling as the inferior choice to pure mech.) The Marauder was added into the game as the "easy" solution, as a way to make Bio more durable in combats and able to better survive vs Reaver, Storm etc. Bioplay must offer enough unique advantages for the player, compared to going mechplay. Perhaps can a better designed and stronger Ghost help with this. Maybe is there room for an even better version of Matrix, or second spell at the Medic. Reapers might need to be redesigned in some way so it becomes truly useful vs T and P. Maybe the Marauder is not needed at all, in case some kind of Combat shield vs splash dmg is introduced for the Marine. All of this is just lose speculations. But still its an area that I think needs to be looked into more. - Dark Swarm will be reworked so splash attacks work similar to how they did in BW. Decemberscalm explains it here: I just need to get it to work properly. >.<
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wow, +2 range for marauders will make them a lot better vs dragoons. This will be interesting.
Nice patch in general though.
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