Starbow - Page 4
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Swwww
Switzerland812 Posts
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3clipse
Canada2555 Posts
Then I played it and couldn't stop. Really fun game. I don't necessarily think sc2 should have been this game- it's great as it is- but this is great too. The slow auto-spread built into the AI is pretty brilliant and really changes the dynamics of battles. Definitely helps get past the deathball style. Mutas are fun to control and I just realized how much I missed old style tvp mech. I think there are balance issues (first impression of psi storm is that it's extremely strong) but I'll be playing a lot of this. Great game. | ||
TotalBiscuit
United Kingdom5437 Posts
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AxiomBlurr
786 Posts
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iHirO
United Kingdom1381 Posts
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Firkraag8
Sweden1006 Posts
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Kabel
Sweden1746 Posts
Umm what does the sentinal do? I am finishing the Starbow wiki atm, and that should be done today or tomorrow. In there more detailed information will be found | ||
TotalBiscuit
United Kingdom5437 Posts
On January 12 2014 19:10 iHirO wrote: Out of interest, did you try experimenting with increasing armour for units on high ground instead of random miss? That seems like it would screw over fast firing units really badly while leaving things like tanks almost untouched. | ||
Darksoldierr
Hungary2012 Posts
I will keep playing it, hopefully can get in better shape | ||
Jetaap
France4814 Posts
I just hope that now that their mod is getting traction that they won't continue this way, at one point you have to believe in your product otherwise you never ship a completed project, and that's the downfall of many ambitious mods. Anyhow, makes me want to play sc2 again but i'm horribly rusty as I stopped playing sc2 a year and a half ago in favour of dota2. Also tons of respect to TB for what he does for this community! | ||
AxionSteel
United States7754 Posts
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cpc
Australia126 Posts
What I seem to find is I sortof revert to broodwar style hotkeys so when I was playing a while ago (when there was no dragoon) I kept trying to build dragoons instead of stalkers. It seems I have to rebind some of the things that the classic hotkey set doesnt work for like the observatory. I just wonder if I am better of trying to use sc2 hotkeys for everything with the broodwar additions (observeratory stasis etc) as broodwar hotkeys instead of those supplied. Anyway I think it does look interesting and it is probably well worth playing some more or for real rather instead of sc2 with a little bit of bw on the side as it seems i do atm. | ||
Sapphire.lux
Romania2620 Posts
Thank you TotalBiscuit for getting involved in this! | ||
thezanursic
5478 Posts
On January 12 2014 19:17 TotalBiscuit wrote: That seems like it would screw over fast firing units really badly while leaving things like tanks almost untouched. How about a 50% base dmg reduction. Yes its practically the same as 50% miss chance, but I've had cases when playing BW when it literally seemed like a high ground tank was impervious against my goons just because I got unlucky. It was literally like well it takes 8 shoots to kill a tank with my goons... If I get it in 16 or less I trade well if I don't its going to be to late and I should have already pulled back. I know that it statistically doesn't happen often, but I had cases when it literally took 6-8 extra shoots to kill a god damn tank. (And those fuckers are a lot scarier in BW). Obviously as the engagements get larger it being 50% miss or 50% dmg reduction makes absolutely no difference, but in certain early game situations (Talking from a BW viewpoint, but SB should work the same in this aspect), you don't actually know if your 2 dragoons will kill the tank or not. Of course it's also possible that a degree of randomness was intentional. | ||
Legatus
65 Posts
On January 12 2014 13:30 decemberscalm wrote: It breaks the armor system. Units that fire more often are punished more than units with slower punchier attacks. Upgrades scale better on cliffs combat which is even odder. I don't think I've ever played a game of SB so far and thought MAN I really got screwed by RNG there. Every time you attack up a cliff you know the risk. Its a calculated risk at that point. It would still be cool to have a nice non-rng solution of course. Have you considered reducing the range of ranged units shooting up from the low ground? You could reduce it by 50 or 60% and keep it deterministic this way, without affecting the scaling of damage with upgrades. | ||
Hider
Denmark9336 Posts
On January 12 2014 19:17 Darksoldierr wrote: I played yesterday, the first time, its quite fun, some things feels really weird, cannon range, hotkeys, unit movement and spreading. Also i think without DWeb on corsairs and no forcefields to help lock down an area, reaver + air is kinda gutted against zerg, will try that tactic more I will keep playing it, hopefully can get in better shape Just looking for opinions here. Is there a general consensus that DWeb on Corsair is really good for the game? | ||
FrozenProbe
Italy276 Posts
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Byyk
457 Posts
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Squat
Sweden7978 Posts
On January 12 2014 20:12 Hider wrote: Just looking for opinions here. Is there a general consensus that DWeb on Corsair is really good for the game? I think so. It's a good way for protoss to deal with zerg mass static defense, without the abusive nature of force field. It also empowers reaver and DT drops, which are high risk/high reward maneuvers that take a lot of micro and APM, particularly in the case of reavers. Been playing a few games myself, really liking it so far. I'm getting smashed, but it never feels unfair or plain un-fun, like is often the case in SC2. Indeed. It would honestly be something of a disaster if Starbow eclipsed SC2 in popularity. Out of curiosity TB, why would that be such a bad thing? Surely a fan made mod taking off and becoming popular is a good thing. Look what Dota did for WC3. If Blizzard are unable or unwilling to change certain things, and if the community can do it in a fun, interesting way instead, I can only see that as a good thing. | ||
Levistus
1134 Posts
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