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Starbow - Page 62

Forum Index > SC2 General
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aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
January 16 2014 23:34 GMT
#1221
On January 17 2014 07:05 Plansix wrote:
Show nested quote +
On January 17 2014 06:59 BlueLanterna wrote:
Does anyone else find it fascinating that Starbow has suddenly blown up? Is this because people are just overall too frustrated with vanilla HOTS? (not to diminish the work of the creators, it is very awesome looking in it's own right)

In the end it is likely good for everyone. Blizzard can watch people mess around wih new ideas and players get the varity they are looking for.


IMO, if SB has feedback to improve SC2 (not established as yet) it may be grounds for Blizzard to implement a test map to run all the way to LOTV. That would not affect HOTS balance or strategy because the game would change anyway when LOTV was released. Certainly, the one thing I have liked from watching SB is the economy and the high ground advantage. (Otherwise, to be honest, I have been underwhelmed. Maybe I watched the wrong games or something.)

Anyway, it would be great to see Blizzard trial a map for a period. But, it is unlikely to happen. :-/
KT best KT ~ 2014
Squat
Profile Joined September 2013
Sweden7978 Posts
January 16 2014 23:35 GMT
#1222
On January 17 2014 08:30 crms wrote:
what is making this mod explode in popularity that didn't make SC2BW?

Being fun, mostly.

Also, I've noticed a peculiar thing over the last few days, a very large portion of the people complaining about or criticizing Starbow appear to be people with sub 100 posts and probe icons. I wonder why that is.
"Digital. They have digital. What is digital?" - Donald J Trump
Tuczniak
Profile Joined September 2010
1561 Posts
January 16 2014 23:39 GMT
#1223
SC2BW couldn't make it big. It was trying to make it like BW which is impossible. With SB it's clear that although it's similar to BW, it's not the same. And no one can use that as argument.

And the rest is hype and dissatisfaction with HotS right know, although matchups without toss are great too. I really hope SB gets big just for the sake of LotV. And if LotV sucks, there will be other options in mods like these.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-17 00:17:37
January 16 2014 23:42 GMT
#1224
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work! Don´t miss to read the credits in the opening post!)

Ahlis Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes by xiA

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes based on discussions:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!
Creator of Starbow
SCST
Profile Joined November 2011
Mexico1609 Posts
January 16 2014 23:48 GMT
#1225
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .
"The weak cannot forgive. Forgiveness is an attribute of the strong." - Gandhi
murphs
Profile Joined April 2011
Ireland417 Posts
January 16 2014 23:49 GMT
#1226
On January 17 2014 08:42 Kabel wrote:
- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.


And I had just come up with a cool PvP stalker build! This will make it much better, muhahaha.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 16 2014 23:50 GMT
#1227
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!

Looks great. Thanks Kabel. Definitely think spider mines need a change. (like faster detonation or longer activation range)
WombaT
Profile Blog Joined May 2010
Northern Ireland24818 Posts
January 16 2014 23:51 GMT
#1228
SCBW was pretty much a port, Starbow keeps some cool SC2 ideas and units and some of the easier UI, it's pretty obvious why it would be more interesting to many
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
January 16 2014 23:56 GMT
#1229
On January 17 2014 08:48 SCST wrote:
Show nested quote +
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Wow that was quick. I could get used to this kind of response timing . . .

Don't do that to yourself.... :p
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 16 2014 23:57 GMT
#1230
On January 17 2014 08:50 Beef Noodles wrote:
Show nested quote +
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!

Looks great. Thanks Kabel. Definitely think spider mines need a change. (like faster detonation or longer activation range)

It's easy to become biased from watching IdrA's perspective though. For instance, he keeps using spider mines in Brood War fashion where he rushes up to the dragoons to plant them, but it doesn't work. I think he's better off using them purely as a wall for the siege tanks.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
WickedBit
Profile Joined August 2010
United States343 Posts
January 17 2014 00:01 GMT
#1231
On January 17 2014 08:39 Tuczniak wrote:
SC2BW couldn't make it big. It was trying to make it like BW which is impossible. With SB it's clear that although it's similar to BW, it's not the same. And no one can use that as argument.

And the rest is hype and dissatisfaction with HotS right know, although matchups without toss are great too. I really hope SB gets big just for the sake of LotV. And if LotV sucks, there will be other options in mods like these.


Atleast for me personally I would rather play brood war than SC2BW. As you said recreating BW in SC2 is a lot of effort if not impossible and to get the full experience its a lot easier to fire up the original game and play it.

The nice thing I see about Starbow is that it takes some units and ideas from SC2 and then puts in some of the good stuff from Broodwar and tries to make it work. I think this is trying to be what people wanted SC2 to be. Its nice to see the attention its getting after all this time and hope that it either becomes a successful standalone mode like dots or gains blizzards attention so that they take some ideas from this into the next expansion. HoTS matches are very boring at the moment and something needs to be done.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
January 17 2014 00:01 GMT
#1232
So I just tuned into Idra's stream... Thoughts:

-First time in a while I've tuned into SC2 and not found myself browsing other pages while the sound is on due to boredom 5 minutes into the match


On second thought, that's the only thought that matters, so I won't list more. Really, it's remarkable that with a bit of tweaking the same game actually becomes interesting/entertaining once more

Fantastic work. What does the name "starbow" mean? I get the 'star' part -- but what about the 'bow'?
rebuffering
Profile Joined December 2010
Canada2436 Posts
January 17 2014 00:10 GMT
#1233
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work! Don´t miss to read the credits in the opening post!)

Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


YOU ARE ALL GODS! Thanks so much for your work!
http://www.twitch.tv/rebufferingg
Dingodile
Profile Joined December 2011
4133 Posts
January 17 2014 00:12 GMT
#1234
I feel the income/larva ratio per minute is not good. I had the same experience like IdrA right now. Even with 4 hatcheries you dont have enough larvas with "only" 2,5 base mining. Always >1000 minerals and gas.

Grubby | ToD | Moon | Lyn | Sky
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 17 2014 00:26 GMT
#1235
On January 17 2014 09:12 Dingodile wrote:
I feel the income/larva ratio per minute is not good. I had the same experience like IdrA right now. Even with 4 hatcheries you dont have enough larvas with "only" 2,5 base mining. Always >1000 minerals and gas.


The point is to make more macro hatcheries
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
January 17 2014 00:27 GMT
#1236
On January 17 2014 09:12 Dingodile wrote:
I feel the income/larva ratio per minute is not good. I had the same experience like IdrA right now. Even with 4 hatcheries you dont have enough larvas with "only" 2,5 base mining. Always >1000 minerals and gas.


This is a result of bw eco mechanics. If you look at brood war ZvP you will see zergs making up to 5 hatches very quickly on 3 base. its very normal.

Anyway, I'm not sure that I like having roaches. They seem equally as boring as in sc2. Also, I can't cancel my viper den ( * a little bug)
I don't particularly like you.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
January 17 2014 00:32 GMT
#1237
They fix faster and better than Blizzard. Thanks!

also I haven't tried Stalker in SB. So when I should get stalkers instead of goons? except of Blink. Are they better engaging siege lines?
AKMU / IU
mostevil
Profile Joined February 2011
United Kingdom611 Posts
January 17 2014 00:33 GMT
#1238
On January 17 2014 08:42 Kabel wrote:
Starbow patch update

Special thanks to Ahli who reached out and helped us with a ton of bug fixes!
(And of course to everyone who is involved in the work! Don´t miss to read the credits in the opening post!)

Ahlis Bug fixes:
+ Show Spoiler +

changelog:
- deleted enGB locale. Having multiple locales during development just adds the risk of having param value errors.
- created a new Siege Tank (Siege Mode) pick-up implemented. This doesn't use triggers and should work better than what you were using. I've also added a workaround for the creep engulfment bug on siege tanks after they've been power grabbed.
- removed trigger code that didn't do anything (wait at the end of a trigger, custom value to 0 at map start)
- altered the damage switches to use the default case instead of executing the last validator
- fixed typos I encountered in tooltips, deleted line breaks at the end of a tooltip
- added a text to "Arm Interceptor"s, Temporal Field research, Tunneling Claw research requirement
- fixed Ghost's Nuke requirement text
- fixed Ghost's Shock ability's targeting search area (now potential targets below the targeting marker are tinted and have a model attached)
- fixed Medic's Matrix cast range indicator
- fixed Hives being unable to train Swarm Queens
- added hallucination death of Carriers, Corsair, Scout, Arbiter, Observer, Reaver, Null Ward
- fixed Archon not receiving shield upgrade level 1's level increment and icon change (shields go up)
- fixed Arbiter not receiving shield upgrades
- fixed Reaver not receiving shield upgrades
- fixed Corsair not receiving shield upgrades
- fixed Observatory not receiving shield upgrades
- fixed Arbiter Tribunal not receiving shield upgrades
- fixed Nexus with Khaydarin Citadel not receiving shield upgrades
- fixed Siege Tank's 90mm Cannon not displaying the correct damage after the first weapon upgrade (dealt damage was correct)
- fixed tunneling Roaches not receiving a bonus from the armor upgrade
- fixed unburrowed Lurkers not receiving the correct stats from Ground Carpace Level 3
- raised Viper Nest's armor from 0 to 1 to match it with all other Zerg structures
- fixed Swarm Queen's receiving 1 armor while burrowed
- moved Spider Mine to Terran Hotkey group
- replaced Nydus Worm with Greater Nydus Worm and Nydus Network with Greater Nydus Network in the hotkey setup window
- moved Dragoon's "Set Rally Point" to the same position as on the other Warp Gate units
- removed the Sensor Tower and Aberration from the hotkey setup window
- fixed Ghost having too many buttons in the hotkey setup window
- fixed Lurker not showing the burrowed version of its Command Card in the hotkey setup window
- fixed Null Ward unit not appearing in the hotkey setup window
- fixed Mutalisk and Larvae showing wrong buttons on their command card in the hotkey setup window
- fixed the Viking's transform button in fighter mode
- fixed Swarm Queen's morphing requirement to show its Spawning Pool condition, too
- fixed Swarm Queen's Enrage Cooldown not ticking when she is burrowed
- fixed that burrowed Swarm Queens could attack when they were burrowed while being enraged
- fixed Siege Tanks, Ghosts, Guardians and Reavers not shooting at passive units like Ghosts with Hold Fire
- fixed problems with the Siege Tank (Siege Mode)'s attack model
- fixed impact visuals for Goliath's rocket attack, Siege Tank (Tank Mode), Reaper and Marauder attack
- added Burrow to the Defiler
- correced default Hotkey for Unburrow (R) for the Lurker and its position on the command card
- fixed missing Firebat, Guardian, Scourge, Roach, Devourer, Scout in hotkey setup window
- fixed Null Ward's shield name and it now receives Shield Armor Upgrades
- resolved simple command card problems:
- Spider Mine's Detonate button has been moved to the bottom left of the command card
- Arbiter now displays the ability buttons and hides the default buttons
- removed the attack button for Null Ward
- Corsair does no longer display the default buttons
- Lurkers will now burrow, if you order different unit types to burrow
- fixed some hitpoint bar offsets
- fixed Null Ward's appearance in the glossary
- removed units that aren't appearing in the game from the glossary
- added missing units to the glossary
- removed strong/weak against in glossary
- fixed concussive and explosion damage types not inflicting damage on Larva's, Overlord's and Mutalisk's Cocoons
- fixed Dropship's mouse hitzone and increased the size of the selection circle
- fixed units missing all other units for 1.5 seconds after missing an attack
- fixed Reapers always hitting with their first pistol
- fixed Marines and Marauders inside a bunker never missing units
- fixed siege tanks (tank mode) always hitting with their attack


Graphical & animation fixes by xiA

+ Show Spoiler +

- Queen Enrage visuals updated
- Goliath anti-air attack should now properly display an impact effect when hitting Light and Medium units
- Scourge has a new model
- Defiler has a new death model
- Dropship has a new portrait
- Viking impact visuals has had its size reduced
¨- Roaches should now properly display their movement animations when using the Tunnel ability


Balance changes based on discussions:
+ Show Spoiler +

- Stalker starts with 5 range and better Blink. Range upgrade and improved Blink upgrade removed.
- Sentinel damage increased from 5 to 6.
- Roach damage taken while using the Tunnel ability increased from 50% to 75%.
- Reaper bombs damage vs structures reduced from 180 to 120. (Still 60 vs everything else)
- Carrier damage nerfed from Sc2 values 2x5 to 2x4 to better fit with the basic BW balance we use as a point of reference atm.


Later on will we try to focus on other potential balance, design and gameplay issues, for example Spider mines, macro mechanics and much more. Please continue to share more thoughts!


Big damn hero's keep it up fellas!
I need to man up and play some, but it's reminding me how bad I am at actually playing!

On January 17 2014 08:35 Squat wrote:
Show nested quote +
On January 17 2014 08:30 crms wrote:
what is making this mod explode in popularity that didn't make SC2BW?

Being fun, mostly.

Also, I've noticed a peculiar thing over the last few days, a very large portion of the people complaining about or criticizing Starbow appear to be people with sub 100 posts and probe icons. I wonder why that is.


Yeah I noticed the forum newbie backlash too. I hope I'm wrong but it's just possible the anti-jerk isn't all it's own animal on this one, I think TL has systems in place for that though(??)... Personally I'd think this is a blessing for the design team but I'm not sure they'll see that, it's almost become a face issue for them.
我的媽和她的瘋狂的外甥都
Code
Profile Blog Joined June 2009
Canada634 Posts
January 17 2014 00:37 GMT
#1239
Anyway we can track the patches somewhere in the OP since the beta was released? Just so we can read up on current version etc.

Idra's stream has been very interesting playing vs TT1 as they figure out new comps and build orders.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 17 2014 00:39 GMT
#1240
On January 17 2014 09:10 rebuffering wrote:
YOU ARE ALL GODS! Thanks so much for your work!


We appreciate the worship, now onto the subject of offerings...
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
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