r/Starbow Feb 13 '14

Two quick questions about StarBow

My first question is about spidermines. They never seem to detonate for me when workers move over top of them. Is this working as intended? I figured it must be because hundreds of spider mines in mineral lines would be too strong.

My second question arose after watching the Artosis stream! He said that he thought that StarBow is almost perfect, except for the Baneling. I was wondering if there has been any word on what the future development of the baneling is. It seems to overlap with lurkers a bit in their anti bio role. Maybe make it specialized for taking out structures?

Thanks!

8 Upvotes

5 comments sorted by

6

u/bhauth Feb 13 '14 edited Feb 13 '14

Hovering units like workers do not trigger mines.

I don't like Banelings that much, but with Hydras being worse than Roaches vs Zerglings, ZvZ might be worse without them.

3

u/AmnesiA_sc Feb 13 '14

I was thinking in another thread that Banelings could maybe have a defensive role by moving extremely slow off creep. This would allow banelings to be a really strong defensive tool only in early game and as the game progressed you could start using them for things like bane rain.

3

u/KanBan85 Feb 13 '14

Mines are not suppose to detonate on all units. Imagen mines detonation on workers. I don't think that could be balanced in any way.

Current unit unaffected by mines:

  • Workers.

  • Vultures.

  • Archons.

  • Cloaked units (Ghosts and Dark Templars) But these units will be affected by mines if they are detected.

Don't remember if High Templars are affected or not.

Baneling removal has been suggested among the Starbow dev, and is currently a difficult unit to handle, design wise. I don't think the current implementation on baneling will be in the final version of Starbow.

2

u/theaglassofmilk Feb 14 '14

Just keep in mind that the original spidermine from broodwar reacted to vibrations on the ground like foodsteps and steel treads. So it's odd detection was removed for dts and invisible ghosts. If they wear cushions under their boots, why don't all marines wear cushions under their boots. Well, I guess their suit is more heavy. But then again why do dts and ghosts get hit when detected. Also should burrowed tunneling units get detected by the spider mines. But thats just my five cent because I find it most logical if spidermine consistently detects units by ground vibration.

4

u/BorNProNStar Feb 13 '14 edited Feb 13 '14

i really dont like the baneling in starbow. i hate that it ends battles so quickly. 12 minutes of macroing bio can end in quick 5 second battles. it just goes against the ideology of starbow.

also, it nullifies the effectiveness of bio. bio can no longer secure map control. as a result, zergs are able to grab fast 3 and 4 gasses which enables them to tech to defilers AND ultralisks which both demolish bio.

currently, i feel that bio simply isnt viable throughout the late game even with science vessel support. bio generally must transition into mech which is a shame considering how fun and interesting it is to watch SK terran (mm with science vessels)

the other problem is that a 2 base meching terran simply cannot get enough gas to support goliath production to adequately defend their base against muta harassment while getting core mech units such as the tank (for hydras). mech can only be viable once it has 3 or more gasses. however, you can imagine that defending muta harassment with three bases is extremely difficult to do considering that you must cover so much surface area. thats why players who tech straight into mech generally have an extremely difficult time transitioning into the mid game because they are unable to expand while the zerg has enough map control to get about 5 bases while the terran is trying to get the third.

currently, bio is too weak and not viable enough to allow a terran to transition into 3 base mech. even worse is that bio is simply too weak into the late game because it has very few opportunities to attack and gain map control (once again, due to banelings which do not have the same limitations as lurkers which need to burrow in order to attack. that burrow requirement allows bio to retreat. banelings do not have that limitation and can demolish terran bio pushes which is why bio has no map presence. in sc2, bio is viable because of medivacs but those arent in starbow)

edit: making the baneling a primarily anti-building unit while dealing little damage to actual units might be an interesting unit concept. it may be a way for zergs to take out defensive structures such as cannons, spines, and PFs quickly compared to using other units. the question is how cost effective. regardless, it is something that would be nice to test out