• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:10
CEST 13:10
KST 20:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL, and the Limitations of Standard Play0Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)53ZeroSpace at Steam NextFest - Last free demo26Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) HackErIsTop take on Patch 5.0.16 Possible bug in the new patch? ByuL, and the Limitations of Standard Play Daily SC2 Player Grid - feedback wanted
Tourneys
INu's Battles#17 <BO.9> RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
ASL 22 Proposed Map Pool BSL Season 22 BW General Discussion STARCRAFT MOVIE - Last Night at the Command center Fact based Zerg Upgrade Tier List
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Stormgate/Frost Giant Megathread Games for Kids Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo The Perfect Game
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7638 users

[A] Starbow - Page 50

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 48 49 50 51 52 537 Next
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 02 2012 22:54 GMT
#981
On August 03 2012 07:49 MNdakota wrote:
Show nested quote +
On August 03 2012 07:46 Kabel wrote:
Perhaps you can make maps?


No dude, lol. I am fucking god awful at making maps. Trust me.

I really like maps like Tal'darim where it's wide open but not too wide open. Obviously the layout isn't the best but the size of the map is perfect and makes it feel must more larger scale.

I could stream but no one is really on NA at this time. Let me check.



It would be nice to have a map at the size of Tal Darim. The reason that I don´t use TalDarim or ordinary sc2 maps is because they are so associated with SC2. People expect a certain game on them and they go nuts when their ordinary SC2 strats don´t work on the maps.

"Lol wtf is this shit, 4 gate always works on this map, now in this mod it doesn't!"


Instead, when people try this MOD, I want everything to feel new for them. If they play on a map they have never or rarely played on before, they don´t expect things to happen in a way they are used to. And this will make them less likely to rage quit and call me faggot
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-08-02 23:00:02
August 02 2012 22:58 GMT
#982
On August 03 2012 07:54 Kabel wrote:
Instead, when people try this MOD, I want everything to feel new for them. If they play on a map they have never or rarely played on before, they don´t expect things to happen in a way they are used to. And this will make them less likely to rage quit and call me faggot


Since you're online at the moment. Would we be able to see the range degrades on Marines, Hydralisks, and Mutalisks be reverted and give the range upgrade to Stalkers like they had before so they can do pressure on Bunkers and so forth. I'm not sure exactly if they have the upgrade or not mainly because I never touch Protoss, lol.

Turrets have an insane range of 8 (which I actually like) but Mutalisks at range 2 is, absurd. They're terrible at picking off tanks and so forth because they just get too close. Also, maybe giving Mutalisks a little higher range would be cool so they could pick off units better like they did in Brood War.



On an unrelated note. I really want an EU account. I want to play with you guys! But no one is on NA really! TT
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-08-02 22:58:30
August 02 2012 22:58 GMT
#983
On August 03 2012 07:54 Kabel wrote:
Show nested quote +
On August 03 2012 07:49 MNdakota wrote:
On August 03 2012 07:46 Kabel wrote:
Perhaps you can make maps?


No dude, lol. I am fucking god awful at making maps. Trust me.

I really like maps like Tal'darim where it's wide open but not too wide open. Obviously the layout isn't the best but the size of the map is perfect and makes it feel must more larger scale.

I could stream but no one is really on NA at this time. Let me check.



It would be nice to have a map at the size of Tal Darim. The reason that I don´t use TalDarim or ordinary sc2 maps is because they are so associated with SC2. People expect a certain game on them and they go nuts when their ordinary SC2 strats don´t work on the maps.

"Lol wtf is this shit, 4 gate always works on this map, now in this mod it doesn't!"


Instead, when people try this MOD, I want everything to feel new for them. If they play on a map they have never or rarely played on before, they don´t expect things to happen in a way they are used to. And this will make them less likely to rage quit and call me faggot


they still do ^^ but its less often :p
Total Annihilation Zero
Roblin
Profile Joined April 2010
Sweden948 Posts
August 02 2012 23:03 GMT
#984
On August 03 2012 00:09 TaShadan wrote:
you forget that you can spam fungal and just fungal them several times (everytime the effect is over)

I didnt forget, I ignored it because its irrelevant.

if there is a scenario where spamming fungal becomes relevant, then you cannot deny the possibility of using maelstrom for similar purpose, since dark templars are available shortly after infestors in game time (assuming both players rushed for them) and a dark archon costs slightly less than double the gas of an infestor (compare: 125+125=250 gas vs 150 gas).

(true, one can argue that infestor is "easier" to get because its on the way to hive, but if anyone ever gets infestors simply because he happened to have the tech without planning for it, then its so late in the game that dark archons are not unrealistic at all)

if we somehow could spam fungal in any meaningful amount, meaning at least four fungals (a lower limit in my opinion), that means that a protoss would be able to have, lets do the math:
4 fungals, 2 per infestor = 2 infestors, for every 2 infestor we can have 1 dark archon, voila:
we can undoubtably have had a dark archon instead, if we played protoss.

then the question is: what is better, 1 maelstrom or 4 fungals? (1 dark archon can use 2 maelstroms if at full energy, but lets say its not at full energy for arguments sake)

I would take the maelstrom any day.

the maelstrom completely shuts the enemy down, very unlike fungal, which just stops them from moving.
when maelstromed, units cannot move, attack or use spells/abilities.

the advantage of the fungals?
it hits burrowed units and deals total 128 damage in a radius 2 circle (this is literally the maximum).

not impressive considering the alternative stops all affected units from dealing damage to you.

personally I would prefer fungal if I had the more powerful army, since I want to force as much of his army to fight as possible, while if my army is smaller, or weaker, I would prefer maelstrom, since it would reduce his damage output and pull the odds a little more in my favour, fungal growth cannot do this, it can only delay/force an inevitable confrontation (and tickle the enemy a little at the same time).

what im trying to say is

On August 02 2012 23:03 TaShadan wrote:
maelstrom is micro reducing but its so hard to get and the darcharchon is a useless unit and lockdown is only affecting single units
fungal was a standard spell and used alot and its a combination of mealstrom and plague
it deals damage and its stuns units which means they die for sure


"but its so hard to get and the darcharchon is a useless unit"
"used alot and its a combination of mealstrom and plague"
"which means they die for sure"

all of these statements are false (the rest is true), thus your logic doesn't hold. try again if you wish.

the reason why you even wrote those as if they were fact is because they are opinions. in our brains opinions are often mistaken for facts, it happens every day to everyone, me included, and it is exceedingly important to distance one self from opinions and only look at the facts when solving problems, and sometimes the facts are that the facts are not set in stone.
such as in this case, you seem to be dead set that any implementation of fungal growth would end up dealing efficient damage when actually, this is not true.

there is nothing that dictates that the original fungal growth is in any way worse for the game than maelstrom is.

thus fungal growth could possibly be a part of the game just fine.

not saying it should, just that it could.

p.s. I use beta-fungal as base for my arguments, I have already agreed that the current fungal is not recommended for this mod, see my previous post, but since kabel could implement whatever version of fungal he wishes, current balance is no limitation which would apply here.

any further counter-argument? I am confident I am right.
I'm better today than I was yesterday!
TaShadan
Profile Joined February 2010
Germany1981 Posts
August 02 2012 23:12 GMT
#985
you ever used the spell? up for a game tomorrow? i really want to see how you rape me with maelstrom
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 23:17:50
August 02 2012 23:13 GMT
#986
On August 03 2012 07:58 MNdakota wrote:
Show nested quote +
On August 03 2012 07:54 Kabel wrote:
Instead, when people try this MOD, I want everything to feel new for them. If they play on a map they have never or rarely played on before, they don´t expect things to happen in a way they are used to. And this will make them less likely to rage quit and call me faggot


Since you're online at the moment. Would we be able to see the range degrades on Marines, Hydralisks, and Mutalisks be reverted and give the range upgrade to Stalkers like they had before so they can do pressure on Bunkers and so forth. I'm not sure exactly if they have the upgrade or not mainly because I never touch Protoss, lol.

Turrets have an insane range of 8 (which I actually like) but Mutalisks at range 2 is, absurd. They're terrible at picking off tanks and so forth because they just get too close. Also, maybe giving Mutalisks a little higher range would be cool so they could pick off units better like they did in Brood War.



On an unrelated note. I really want an EU account. I want to play with you guys! But no one is on NA really! TT



So everyone knows the current data:


Right now Marines & Hydras have range 4 instead of 5. Stalkers have range 5 instead of 6. Mutalisks has range 2 instead of 3.

Marines & Hydra can be upgraded into get +1 range. Stalkers can not at the moment. But I am considering adding one.

If I revert the changes to standard SC2 values, and keep the range upgrades for all units, upgraded Marines & Hydras will have range 6. Upgraded Stalkers range 7. Thats half the range of a siege tank (range 13), same range as lurkers (range 7) and reavers have range 10.

I feel that long range units are not so long range anymore if we compare it to ordinary ranged units. BUT, of course the range of siege units can be increased... (if necessary)

The reason I have lowered the range of the standard ranged units is to make them less effective in clumps. A huge clump of hydralisks with shorter range are not as effective vs zealot since NOT all hydras in the ball can shoot at the zealots.

I added this cause earlier huge balls of ranged units could only be killed by other balls of ranged units or AoE. Zealots & Zerglings melted as soon as they came close to balls of ranged units.

So. That was my reason. And many people do not like this. And I am not an impossible guy.

What do you people say? Revert the range to normal values or let it remain short as it is?
Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-08-02 23:32:13
August 02 2012 23:24 GMT
#987
"ah i thought hydras do have 5 too"
my mistake sry. well i would not change it for now.
lets test it more.

EDIT: i just checked hydras do have 5 and +1 = 6
goliaths do have 6 aswell
Total Annihilation Zero
MNdakota
Profile Joined March 2012
United States512 Posts
August 02 2012 23:39 GMT
#988
I'd say don't give the range upgrade to Marines maybe? Also, Reaver range is kinda sort. They should be able to out range a Siege Tank that doesn't have a spotter.

I mainly think that Marines and Hydralisks should go back to their original range. But mostly Mutalisks should go back to range 3.

If you don't like the range then don't give them a range upgrade I would say.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-02 23:59:47
August 02 2012 23:54 GMT
#989
EDIT: i just checked hydras do have 5 and +1 = 6
goliaths do have 6 aswell


Haha I thought they were on 4 & 5 range all the time!

On an unrelated note. I really want an EU account. I want to play with you guys! But no one is on NA really! TT


The EU community is slowly growing

We are ca 10 people who regulary plays it. (Correct me if I am exaggerating!)

And usually 1-2 curious newcomers enters the chat every day, at least that I know of.

Once this get even more final and things work and balance is better, we can start advertise for real. Hopefully NA can get a community around it too

I don´t think the new Arcade system is gonna benefit this so much. If players find out about Starbow is because they see this thread or that someone they know tells them to try it. If we could do some content on youtube or fancy pictures etc, that would perhaps attract even more people. Its great that you stream too


Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 03 2012 00:02 GMT
#990
Yeah I could post some more YouTube videos and stream more but there's like maybe two other people on the NA channel.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-03 09:17:54
August 03 2012 09:17 GMT
#991
On August 03 2012 08:12 TaShadan wrote:
you ever used the spell? up for a game tomorrow? i really want to see how you rape me with maelstrom

1. yes, I have used maelstrom in brood war, I assume it functions the same way in starbow?

2. I do plan to play today (I play on EU server), we could play if you like, but I will play zerg. my mainrace is only platinum and my offracing is horrible (the earliest I can play is 20:30 CEST)

3. lets say I would have played protoss and lost to you, what does that say? it says you are a better player than me, it says nothing about maelstrom. even if I lost using maelstroms there are too many factors like macro and multi-tasking ability which would affect the result vastly more than the usage of maelstroms.

4. lets say I would have played protoss and won against you, what does that say? it says I am a better player than you, it says nothing about maelstrom. even if I won using maelstroms there are too many factors like macro and multi-tasking ability which would affect the result vastly more than the usage of maelstroms.

5. similarly, if someone played against you and used fungals, was it automaticly the usage of fungal which made you win or lose? no, that sort of logic is absurd. there are many factors that matter.

now, it is possible to read this and accuse me of having said "actual games doesn't matter" and coming to the conclusion that "games can never be used for balancing" and being upset that I have seemingly put myself in a situation where I can never be proven wrong, thus causing anything I say to be completely useless, since I am emplying a variation of circular logic.
you would be half correct.
I do not think: "games can never be used for balancing"
but I do believe: "games where the opponents are of very differing skill level can not be used for balancing"
for a game to be of importance to balance, then balance will actually have to play a role in the result of the game.

if and only if a worse player wins, and wins even though the better player had no disadvantage such as being unprepared for a cheese, then it is of importance to balance.

see how arguing against myself strengthened my case? its magic, I know.

3 and 4 assumes there are no imbalances, which there most certainly is, but since we don't know in whos favour we can for now assume there is none.

besides, fungal growth isn't in the game and will not necessarily ever be in the game.

if you are going to convince me (or kabel, which really is the one your trying to convince) of anything then you will have to put more effort into proving you are right.
I'm better today than I was yesterday!
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-08-03 10:02:07
August 03 2012 09:33 GMT
#992
you know that maelstrom was hardly used by pros too? so you think the bw pros are noobs that dont know about the imba power of maelstrom?

the thing with maelstrom is that it is only vs bio and if you fail to get a good hit your archon will be useless for a while maybe even die. if you fail fungal you can cast a second one or burrow and retreat. (iam not sure but i think infestors mana regen is faster)
game balance is not about one spell or one unit its about alot of other stuff
mechanics, maps, unit compositions, strategy etc.
for example if you do the math dragoons in broodwar should lose vs mms even without stim but in reality good players micro them abd/or use high ground and win (depends on the numbers too, if there are too many marines dragoons will lose cause you cant micro all dragoons anymore, bu therefore you bring in psi storm or reaver). therefore if you are not having a certain amount of experience ingame you are not able to balance stuff just by doing math (yes your math was right).

why should i convince someone? i like it how it is right now
Total Annihilation Zero
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-29 17:30:22
August 03 2012 11:31 GMT
#993
Some players, including me, have felt that the economy just doesn´t feel right for various reasons..

I have tried to rebuild the Brood War economy, just because I think that is an economy that works well. No reason to reinvent the wheel.

I want this statement to be true:
People shall benefit from having more bases. If each base requires only 16 workers on minerals, you can support more bases.

So I found Brood War in my bookshelf, installed it and did some comparison between the current Starbow economy (which is a replica of the Sc2BW-mod) and the real Brood war economy. I am aware that the game time is different in the two games. So for the sake of measurement I used my cellphone and real time seconds.

Here is the data:

8 workers in Brood War in the same base collects 550 minerals per real time minute.

16 workers in Brood War in the same base collects 800 minerals per real time minute.

---

8 workers in Starbow in the same base collects 550 minerals per real time minute.

16 workers in Starbow in the same base collects 900 minerals per real time minute!!!

---

To go from 4 workers to 16 workers in Brood War takes 165 real time seconds.

To go from 6 workers to 16 workers in Starbow takes 150 real time seconds. (And even faster with Chrono boost & Calldown SCV)

---

3 workers on gas in Brood War collects 300 gas per real time minute.

3 workers on gas in Starbow collects 350 gas per real time minute.

---

To sum it up: In Starbow, minerals & gas are collected at a higer rate per base. Still most of the prices on units & buildingsa are standard. This means players can afford much more stuff. And to saturate one base is quicker. Also, keep in mind that Starbow starts with 6 workers, which gives an extra boost to the early economy as well.

Must this be a bad thing? Well, I think this might be the reason why fast expand right now is so strong. The player who goes for fast expand almost always beats a player that goes for a "standard" opening and tries to apply pressure.

I think the reason that the expanding player can support both an expansions and production facilities is due to the fast saturation. As soon as the expansion kicks in, the advantage of having one more base becomes huge. Combine that with the high early income by 6 workers, and you can build for example both a nexus and gateway quick.

Here is my suggestion on how to adjust these things:


Worker Built Time in Starbow is now 20 seconds. If that is increased to 22 seconds, the time it takes to saturate one base will be similar to the time it takes to saturate a base in BW.

If the minerals per trip is lowered to 7 instead of 8, the following results appear:

8 workers in the same base collects 475 minerals per real time minute. (550 in current Starbow, 550 in BW)

16 workers in the same base collects 800 minerals per real time minute. (900 in current Starbow, 800 in BW)

If the gas per trip is lowered to 7 instead of 8, the following results appear:

3 workers on gas collects 275 gas per real time minute. (350 in current Starbow, 300 in BW)



To sum it up again:

This will be closer to the values of BW, if we assume that is a good thing. Although the early mineral income of 8 workers will be less than what 8 workers in BW produce. But keep in mind that players now start with 6 workers. The gas income is slightly lower though. But I think that can be adjusted by changing prices of gas units. After all, change gas prices is easier than change mineral prices.



Why don´t I adjust the mining time or add a deaccleration on workers instead?


The reason is that if I add a delay to workers returning their cargo, it creates small gaps in the mineral line when the worker goes back and forth to the base and mineral line at a slow speed. A mineral line with 20 workers will generate more than what 16 workers does, due to the small gaps. I want to have 16 workers as a maximum, and right now, with the current mining time that is perfect.

I did however find a mining time of 6.4130 seconds that gave the results in BW. The bad thing with that was that the workers started messing around at the mineral line. Its a long working time, which makes the other workers who waits to go up and down searching for new minerals to mine. This makes mineral lines look over-saturated and ugly, even if they are not over-saturated!.


So what do you all think?

Creator of Starbow
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-08-03 12:58:33
August 03 2012 11:53 GMT
#994
i would try to increase the build time of workers so the saturation of a new base is delayed

got raped good today :D
need info how i can make pressure with toss here and which units are good anti air if iam not able to scout and cant go corsairs

http://drop.sc/233500
http://drop.sc/233499
http://drop.sc/233498
http://drop.sc/233497

i tried to play with maelstrom in one of the games, i admit my play was sloppy but mealstrom only felt good in early game cause the recharge takes very long going for psi is much more cost effective and i can go for archons with hts.
Total Annihilation Zero
Roblin
Profile Joined April 2010
Sweden948 Posts
August 03 2012 13:08 GMT
#995
Typing on cellphone during break at work, will keep it brief and whoever is reading will have to excuse me for my limited editing capabilities.

On August 03 2012 18:33 TaShadan wrote:
you know that maelstrom was hardly used by pros too? so you think the bw pros are noobs that dont know about the imba power of maelstrom?

no, but I must admit I did not know maelstrom did not affect mechanical units, I played broodwar mostly with friends, and as a result there were mainly zvp or pvz, that gave me the illusion that maelstrom affected everything.

While this is fairly important, and probably a major reason for pros not using it, I would still argue that pros did indeed use it in the pvz matchup to great effect.

Also, according to liquipedia, maelstrom cost 100 energy, so a dark archon can theoretically use 2. And dark archons have standard energy regen, same as infestor.


the thing with maelstrom is that it is only vs bio and if you fail to get a good hit your archon will be useless for a while maybe even die. if you fail fungal you can cast a second one or burrow and retreat. (iam not sure but i think infestors mana regen is faster)


Thus I would argue the above is false


game balance is not about one spell or one unit its about alot of other stuff
mechanics, maps, unit compositions, strategy etc.
for example if you do the math dragoons in broodwar should lose vs mms even without stim but in reality good players micro them abd/or use high ground and win (depends on the numbers too, if there are too many marines dragoons will lose cause you cant micro all dragoons anymore, bu therefore you bring in psi storm or reaver). therefore if you are not having a certain amount of experience ingame you are not able to balance stuff just by doing math (yes your math was right).


I agree.
In my opinion balance changes should be avoided in general and should only be done after much consideration and most importantly testing.
Balance changes is in my opinion a last resort to fix an issue which cannot be handled by community adaptation. Nothing else.
I just wanted to point out that a test is simply not valid if the opponents are not of equal skill.
(it is possible to make sub-tests where player skill is taken out of the equation, but that will rarely be able to finely tune balance.)


why should i convince someone? i like it how it is right now


So do I.
But when it seemed like you insinuated that the fungal growth spell was somehow bad design fundamentally and should be avoided at all costs, but maelstrom being fine, I reacted to the simple hypocrisy of it. Maelstrom is a more powerful, slightly harder to get fungal growth which only hits biological. If one is bad design, then the other is as well.

Do you disagree?

//Roblin
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-03 17:20:21
August 03 2012 17:12 GMT
#996
--- New patch uploaded on EU ---

Spider mines now works!
Skins for Stalker & Void Rays works.
Lots of minor fixes.
Build time for workers are now 22 instead of 20.
Workers collect 7 gas & minerals instead of 8.

See this for reasons: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=50#993

Patch is on it´s way to NA.


Join the Starbow chat channel on EU to play some games!
Creator of Starbow
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 03 2012 18:24 GMT
#997
--- Nuked ---
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-08-03 19:28:00
August 03 2012 19:16 GMT
#998
On August 04 2012 03:24 Laertes wrote:
Gossen, I feel you are far too obsessed with making SC2BW 2.0. We need to differentiate ourselves from that mod with a few key things, and I feel like if mining time is balanced, but NOT what you are going for, i'd go with staying with the balance. HOWEVER, I also feel that maybe you should make the mining system a little more complicated. If you're going to increase the time workers take to be built, I feel it needs to be done in a certain way so that All-ins won't be useless. What if we balanced the economy so it PANS when the base saturated. This means that as you are producing the economy will grow and grow, but as it saturates, the economy will pan. How should we do this?

I am going to ask Roblin to help me here, because he is good at breaking things down, and I am only good at building things up. I cannot even begin to imagine how we would make saturation not have much of an effect. I have an idea though, if saturation is 2 workers per mineral and there are 8 mineral fields, at 7mpt, then the net economy does something. There is always a mathematical net worth to each setup of the economy. Roblin, I seriously need your help brainstorming this, cause I can't figure out where to begin with a panned economy. Do that thing where you break everything down please :\.

sure thing, but right now I have game time on my schedule.

p.s. I agree, starbow is looking a lot more like BW than SC2, not really a mix right now.

edit: damn patching
edit2: optimizing -.-
I'm better today than I was yesterday!
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 03 2012 19:34 GMT
#999
--- Nuked ---
MNdakota
Profile Joined March 2012
United States512 Posts
August 03 2012 21:08 GMT
#1000
Could we get some games going on on the NA server? Getting pretty bored right now.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Prev 1 48 49 50 51 52 537 Next
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 98
CranKy Ducklings37
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 298
StateSC2 294
Lowko92
SHIN 66
Ryung 54
StarCraft: Brood War
Calm 7309
Horang2 1361
Jaedong 544
Hyuk 451
Mini 298
Light 229
actioN 208
Soulkey 173
Zeus 166
Soma 151
[ Show more ]
Last 126
Pusan 114
Killer 101
Backho 92
Rush 89
ggaemo 79
EffOrt 79
Liquid`Ret 63
Hyun 62
Leta 57
Snow 45
ToSsGirL 39
Free 28
Aegong 25
[sc1f]eonzerg 24
scan(afreeca) 22
JulyZerg 19
Hm[arnc] 18
Sharp 16
JYJ 14
sorry 10
Sacsri 8
yabsab 8
Dota 2
Dendi167
XcaliburYe77
League of Legends
Reynor1
Counter-Strike
shoxiejesuss901
byalli351
Other Games
singsing1292
crisheroes298
B2W.Neo238
Happy137
Mew2King113
QueenE1
MindelVK1
Organizations
Dota 2
PGL Dota 2 - Main Stream7641
Other Games
gamesdonequick459
StarCraft: Brood War
UltimateBattle 67
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH233
• StrangeGG 50
• CranKy Ducklings SOOP8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1919
Upcoming Events
INu's Battles
20m
ByuN vs SHIN
IntoTheiNu 0
OSC
5h 50m
MaxPax vs Percival
Solar vs ShoWTimE
Lambo vs Arrogfire
YoungYakov vs GgMaChine
Krystianer vs ArT
NightMare vs Iba
Douyu Cup 2020
17h 50m
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 4h
Douyu Cup 2020
1d 17h
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
2 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
3 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
4 days
RSL Revival
4 days
WardiTV Weekly
4 days
RSL Revival
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.