On January 18 2014 09:44 Ardias wrote: I've had a lot of fun with this mod, hope it will be able to handle consistent and large enough playerbase, it seems worth it for me. Also I believe there should be Starbow strategy discussing thread in SC2 Strategy subforum, so this thread may be left for other kinds of questions.
It must be kind of a sticky situation for the TL moderators. On one side they probably would like to create a Starbow subsection, but on the other they probably know it's a bit too soon to do this as the game is only a week old and it's future is still uncertain.
On January 18 2014 09:39 CannonsNCarriers wrote: Not to whine ... but what is the point of ghosts? Has anyone figured out how to use them yet? That shock spell has such a small AOE and the projectile is so slow.
This spell in someway similar to BW lockdown, which was the only ghost ability despite the nuke. I believe that the point is that even though it has a little AOE, one ghost with full mana can launch like 4 oh these projectiles, so few ghosts will be able to cover quite large area and prevent or weak up the incoming push, or provide the support to your own attack by disabling some enemy units with help of a cloak. Also I believe it may be useful against something like battlecruiser blob.
On January 18 2014 09:44 Ardias wrote: I've had a lot of fun with this mod, hope it will be able to handle consistent and large enough playerbase, it seems worth it for me. Also I believe there should be Starbow strategy discussing thread in SC2 Strategy subforum, so this thread may be left for other kinds of questions.
It must be kind of a sticky situation for the TL moderators. On one side they probably would like to create a Starbow subsection, but on the other they probably know it's a bit too soon to do this as the game is only a week old and it's future is still uncertain.
I am not speaking of subsection, just one thread about Starbow in SC2 strategy subforum.
On January 18 2014 08:27 Arco wrote: Zerg is so imba versus Toss in this mod it isn't even funny, Storm and Reaver are terrible compared to their BW counterparts and Hydras are better than their BW counterparts. Fix please.
nope, you are just bad~~ (sorry, couldn't help it. whining about imbalance in a game without any real strategies discovered is just weird).
lol being bad is macroing BW strats perfectly (lol sc2 UI) and dying everytime to the same stuff I stop in BW? Okay...keep dreaming.
you missed the part where it said this isnt broodwar.
l2play.
That's funny, because every matchup plays almost exactly like Brood War.
There's a reason that there is a designated balance thread for Starcraft 2 - because RTS players are often incredibly opinionated and arrogant and often shit up entire threads with balance complaints.
HAHAHA! You've just described many SC2 General and LR threads over the last couple of years. :D
Lol it's true but at least the mods can ban people who violate the rules repeatedly. There's some enforcement of policy.
On January 18 2014 09:44 Ardias wrote: I've had a lot of fun with this mod, hope it will be able to handle consistent and large enough playerbase, it seems worth it for me. Also I believe there should be Starbow strategy discussing thread in SC2 Strategy subforum, so this thread may be left for other kinds of questions.
It must be kind of a sticky situation for the TL moderators. On one side they probably would like to create a Starbow subsection, but on the other they probably know it's a bit too soon to do this as the game is only a week old and it's future is still uncertain.
why would they want to do that? I think you overrate the situation starbow is in right now
On January 18 2014 08:27 Arco wrote: Zerg is so imba versus Toss in this mod it isn't even funny, Storm and Reaver are terrible compared to their BW counterparts and Hydras are better than their BW counterparts. Fix please.
I think he has a point.. It's not that Zerg is imba vs Protoss, but Hydras feel somehow bugged.. As if they don't get the reduced damage vs things.. Like - pretty sure I just saw Hydras taking out Bio - like about the same number of Bio - 15 Hydras taking out 15 Marines and 5 Medics.. Not saying that they shouldn't (although they didn't back in BW), but just saying that Hydras don't seem to suffer armor-type damage penalties or sth like that..
AND - here's my concern - Speed-Zealots have far less speed - he might be complaining about that as well.. I kinda "felt" it in PvT when I thought that at least 3rd of my Zealots would reach the Tanks in the back, but none actually did..
IDK, but those 2 things seem right TBH --> check out if Hydra does suffer armor-type penalties, and 2 - see if you can use Speed-Zealots to chase back Hydras as well as break contains in PvT
EDIT: OK - just checked - the Tank period of fire is almost 5 sec, like twice as slower, and probably somewhat slower than in BW too - so that's like OK, my macro or my split sucks, but still - check if Speedlots can chase Hydras back..
On January 18 2014 09:39 CannonsNCarriers wrote: Not to whine ... but what is the point of ghosts? Has anyone figured out how to use them yet? That shock spell has such a small AOE and the projectile is so slow.
My suggestion: Lockdown should be brought back because it's a very cool ability, the thing is, with the SC2 UI it would be imba but... You guys can reduce the duration to 30 seconds on small units, 15 on medium units and 7 on big units, that way it can put an arbiter caugh out of position out of it's misery, but not an army of carriers or BC's because they have too much hp and lockdown costs 100 mana.
Maybe ghosts can also have snipe, you guys find a way to rework it... So they can do something out of their lockdown-nuke role, I know you guys can do it, because of what you did with the Reaper, it turns out the Reaper now seems like a unit with potential to blow up a building or something and not the totally useless unit it is on SC2, good work
On January 18 2014 10:19 Nevermind86 wrote: About ghosts:
My suggestion: Lockdown should be brought back because it's a very cool ability, the thing is, with the SC2 UI it would be imba but... You guys can reduce the duration to 30 seconds on small units, 15 on medium units and 7 on big units, that way it can put an arbiter caugh out of position out of it's misery, but not an army of carriers or BC's because they have too much hp and lockdown costs 100 mana.
Allowing countermicro has been an important value in designing starbow, problem with lockdown is that once it has been casted the affected unit will get hit no matter what and cannot do anything.
On January 18 2014 10:19 Nevermind86 wrote: About ghosts:
My suggestion: Lockdown should be brought back because it's a very cool ability, the thing is, with the SC2 UI it would be imba but... You guys can reduce the duration to 30 seconds on small units, 15 on medium units and 7 on big units, that way it can put an arbiter caugh out of position out of it's misery, but not an army of carriers or BC's because they have too much hp and lockdown costs 100 mana.
Allowing countermicro has been an important value in designing starbow, problem with lockdown is that once it has been casted the affected unit will get hit no matter what and cannot do anything.
Well then, make it 5 seconds on big units, yea it can not do anything but so what? The game should be fun, the only business-no fun thing ruined SC2 for me and a lot of people, that game is just not fun to play at all, just my opinion though, Starbow seems really fun with the vultures, lurkers and all... And not because these are BW units but because their role is a fun role, they are well designed units, WELL DESIGNED, that's the key to a fun game
So after playing for 2 days game is definitely fun.
Having played some higher level players the games were a lot of fun and even games I thought I would lose I was able to make comebacks on which was nice. Sucks it's so hard to find higher level players though but that's not the mods fault :D.
Definitely can't comment on balance or if somethings broken, would need to be playing people my level consistently to even think of any.
I am going to try running ghost builds tonight when I get off work. I almost think they could be fire support for some kind of maurader based strategy. Maybe.
On January 18 2014 10:19 Nevermind86 wrote: About ghosts:
My suggestion: Lockdown should be brought back because it's a very cool ability, the thing is, with the SC2 UI it would be imba but... You guys can reduce the duration to 30 seconds on small units, 15 on medium units and 7 on big units, that way it can put an arbiter caugh out of position out of it's misery, but not an army of carriers or BC's because they have too much hp and lockdown costs 100 mana.
Allowing countermicro has been an important value in designing starbow, problem with lockdown is that once it has been casted the affected unit will get hit no matter what and cannot do anything.
Medic restoration worked vs lockdown! Protoss were out of luck though.
On January 18 2014 10:19 Nevermind86 wrote: About ghosts:
My suggestion: Lockdown should be brought back because it's a very cool ability, the thing is, with the SC2 UI it would be imba but... You guys can reduce the duration to 30 seconds on small units, 15 on medium units and 7 on big units, that way it can put an arbiter caugh out of position out of it's misery, but not an army of carriers or BC's because they have too much hp and lockdown costs 100 mana.
Allowing countermicro has been an important value in designing starbow, problem with lockdown is that once it has been casted the affected unit will get hit no matter what and cannot do anything.
Medic restoration worked vs lockdown! Protoss were out of luck though.
Only way that Lockdown would be introduced into SB is while smartcasting is disabled or else you can just click on 10 ghosts and shut down an entire fleet of Carriers w/o much mechanics.
- Spider mine missile moves slightly faster - Spider mines burrow during 4.5 seconds instead of 5 seconds (We will look even closer at Spider mines soon, and maybe do a redesign if possible. Right now we take very small steps)
- Reactor has no tech tree requirement anymore and has the same build-time of 50 seconds, no matter if built on a Barrack, Factory or Starport. (Earlier there were different values and different requirements on all Reactors..) - Vulture BT increased from 26 seconds to 32.
Keep in mind Overcharge + Reactors work properly now for the first time. We will look closer at how macro mechanics affect the races, but for now we made the judgement that this should be kinda fair compared to the strength of Inject + Chrono boost. Need to see and play more games to properly test this.
Viking life increased from 125 to 140. Just a small buff that we´ve been discussing for a while, partly since this unit it as fragile as Wraiths in BW, but does not benefit from the same mobility.
- Null sphere placed by Sentinel affects friendly units too when it explodes (be careful how you place them!) - Null sphere deal 35 dmg to all targets and x2 vs shields. (Instead of 20 vs light, 30 vs medium, 40 vs armored, 60 vs massive and x2 vs shields.) The values were just too messy and did not have any real purpose. We try a flat value instead and then takes it from here to see if further adjustements are needed.
We are keeping our eyes on more potential balance/design issues, and we keep our ears open for more bugs or problems. Be sure to let us know if you find anything!