Starbow - Page 111
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Hicky
2 Posts
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Xiphias
Norway2223 Posts
On January 22 2014 03:04 Aveng3r wrote: Its so nice to see changes that actually address imbalances or design flaws instead of the usual David Kim bullshit "oh the oracle isnt microable enough so we increased its speed" I dont quite understand what the damage point change refers to though Damage point = how fast the weapon deals damage after the animation starts. So 0 dmg = instant damage = more micro-able unit. | ||
Hider
Denmark9335 Posts
On January 22 2014 03:03 mishimaBeef wrote: This is a good philosophy. Emulate BW but try to improve on parts. So far so good with medic stim. Yes, worth pointing out with bio is that Marines are (already) like Sc2-Marines. You can kite them and split with them alot easier. In BW they had to stand still for a period while shotting, which IMO made them less awesome. Sc2 Marine is probably one of the most popular units, so we saw no reason to not put it into the game. But ofc it had to come at the expense at slightly less cost efficiency. | ||
dani`
Netherlands2402 Posts
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nucLeaRTV
Romania822 Posts
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WombaT
Northern Ireland23092 Posts
On January 22 2014 03:04 Hicky wrote: I really like the mod, but on a viewer perspective I recommend to change the Nexus model, when upgraded to Khaydarin Citadel. I would take the Mothership core instead of that watchtower, like it was originally intended by Blizzard for Hots. Like it was in the Beta? Good suggestion man | ||
Polygamy
Austria1114 Posts
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TT1
Canada9969 Posts
on top of that T is already much stronger in starbow because both their mech and bio is viable vs protoss.. plus they have chrono boost tt | ||
BigFan
TLADT24920 Posts
On January 22 2014 04:13 TT1 wrote: medic's getting stim is a pretty bad change imo, it makes the game easier to play for t. all they need to do now is have all their bio on 1 hotkey and press T instead of having 1 key for their rines and another for their medics.. its a pretty counter-intuitive change if were trying to raise the skillcap of the game on top of that T is already much stronger in starbow because both their mech and bio is viable vs protoss.. plus they have chrono boost tt T has chronoboost in Starbow? :S | ||
Deleted User 97295
1137 Posts
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saltis
159 Posts
On January 22 2014 04:13 TT1 wrote: medic's getting stim is a pretty bad change imo, it makes the game easier to play for t. all they need to do now is have all their bio on 1 hotkey and press T instead of having 1 key for their rines and another for their medics.. its a pretty counter-intuitive change if were trying to raise the skillcap of the game on top of that T is already much stronger in starbow because both their mech and bio is viable vs protoss.. plus they have chrono boost tt This +1, removing skill cap is downside and should be avoided. | ||
Hider
Denmark9335 Posts
On January 22 2014 04:13 TT1 wrote: medic's getting stim is a pretty bad change imo, it makes the game easier to play for t. all they need to do now is have all their bio on 1 hotkey and press T instead of having 1 key for their rines and another for their medics.. its a pretty counter-intuitive change if were trying to raise the skillcap of the game on top of that T is already much stronger in starbow because both their mech and bio is viable vs protoss.. plus they have chrono boost tt Why would you have Medic and bio in seperate hotkeys prepatch? I played quite a bit with bio and never found that neccasary. Right now, its actually reverse. You do not want to always stim with Medis since it drains energy (and only buffs movement speed). During battles, you often times want to keep them unstimmed. Though ofcourse you can manually "stim" some Medis to save them from dead. Further, as game progresses and medi researches Matrix, getting it in a seperate control group is also very beneficial anyway. plus they have chrono boost tt Just like protoss. | ||
Grumbels
Netherlands7028 Posts
On January 22 2014 04:22 saltis wrote: This +1, removing skill cap is downside and should be avoided. What if the energy penalty was higher? 10 to 15? | ||
invisible.terran
United States280 Posts
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dani`
Netherlands2402 Posts
On January 22 2014 04:29 invisible.terran wrote: Can you explain the reason behind your decision to increase workers' attack cooldown? IMHO, it limits the potential in early game worker micro. It was lowered actually, i.e. they attack faster now, more DPS. | ||
TT1
Canada9969 Posts
On January 22 2014 04:25 Hider wrote: Why would you have Medic and bio in seperate hotkeys prepatch? I played quite a bit with bio and never found that neccasary. Right now, its actually reverse. You do not want to always stim with Medis since it drains energy (and only buffs movement speed). During battles, you often times want to keep them unstimmed. Though ofcourse you can manually "stim" some Medis to save them from dead. Further, as game progresses and medi researches Matrix, getting it in a seperate control group is also very beneficial anyway. Just like protoss. but they have more abilities on top of that ;p, also terran units by design are stronger than protoss units (especially in mech tvp) so chrono benefits them more than protoss i never played terran prepatch but i assume you wern't able to stim if you had both marines and medics on 1 control group, right? thats why most players usually split them up | ||
dgwow
Canada1024 Posts
On January 22 2014 03:51 Polygamy wrote: It would be great to get a stream sidebar that shows Starbow as it's own section. Not going to happen yet as mentioned by TL | ||
Hider
Denmark9335 Posts
i never played terran prepatch but i assume you wern't able to stim if you had both marines and medics on 1 control group, right? thats why most players usually split them up You could do that prepatch. but they have more abilities on top of that ;p, also terran units by design are stronger than protoss units (especially in mech tvp) so chrono benefits them more than protoss That's actually now how it works. Chrono and overcharge primiarily functions as replacments for extra infastructure. So instead of you having 8 gates in one situation in BW, you can have 6 gates in Starbow and use Chronoboost actively. Since Factory tech is more expensive than Gateways, we took that into account by making overcharge less strong on more expensive infastructure. This means that Gateways/barracks = 100% boost. Factory/Robo/starport/stargate = 50% boost. So production speed are not imbalanced in that regard. However, there are a few assmmetries, most notably the introoduction of the reactor. We have attempted to take that into account in two ways; 1) Overcharge only lasts 15 seconds. CB lasts 20 seconds. 2) Vulture BT increased relative to BW That obviously doesn't mean that it is 100% balanced. Espeically in the early and early midgame, macromechanics can have an effect, however, givien observations on the games that are played on higher levels, we do not see any obvious imbalances (yet). | ||
Qwyn
United States2779 Posts
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[Phantom]
Mexico2170 Posts
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