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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/starcraft by /u/Several-Video2847 on 2024-11-15 11:42:48+00:00.


Measurements One worker on a geyser gathers 61 gas per minute.

Two workers on a geyser gather 123 gas per minute.

Three workers on a geyser gather 163 gas per minute.

Did you know that the third worker on gas is on a strike :)

Only ~ 30 % increase while with a workforce increase of ~50 %

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The original was posted on /r/starcraft by /u/-Readdingit- on 2024-11-15 05:08:01+00:00.


It seems like the most popular meta pro-level PvZ is to open with 1-3 oracles and transition into a blink pressure. If zerg scouts correctly, they usually respond with +1 melee zerglings. Since lings attack quickly, it makes sense that the damage upgrade would help them the most.

I always see protoss players build a forge and complete +1 attack before they push with their stalkers. I don't really see the point of this. A stalker takes three shots to kill a zergling, no matter the upgrades. Wouldn't it make more sense to focus on armor upgrades to counteract +1 melee?

Game 1 in this cast is a good example:

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The original was posted on /r/starcraft by /u/ArtistMonkeys on 2024-11-15 02:59:11+00:00.

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The original was posted on /r/starcraft by /u/Basilisk_Research on 2024-11-14 14:34:30+00:00.

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The original was posted on /r/starcraft by /u/Oferial on 2024-11-14 14:18:50+00:00.


I'd love to see line of sight blockers actually impact Terran bio with Medivacs, Zerg with Overseers, and Protoss with Observers. Let's add some stakes!

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The original was posted on /r/starcraft by /u/savric232 on 2024-11-14 14:02:31+00:00.

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The original was posted on /r/starcraft by /u/Robbel12 on 2024-11-14 16:08:28+00:00.

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The original was posted on /r/starcraft by /u/Constant_Week8379 on 2024-11-14 09:43:10+00:00.


Hi! Dia 3 here. I don't struggle too much with most of the game, but only one thing: lurkers.

From my point, lurkers give a huge avantage against protoss,m because unlike terran, we have all our army "in a ball", and the least mistakes gets you lose.

Now, what I'm facing is that as soon as zerg has lurkers, I need to duplicate my APM.

I need to be aware that only my colossus can kill them.

Get all my units back.

Control my obs don't die vs the idras.

I tried colossus, but as soon as I see vipers, we are fucked, as if I also get HT, I will have to deal with sentries + HT and, let me tell you, a man has only 2 hands.

I also began to use voids as my main tech, but as soon as ther is a critical mass of idras, they melt like cheese.

So, can you tell me how exactly you deal with them?

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The original was posted on /r/starcraft by /u/Sloppy_Donkey on 2024-11-14 07:27:54+00:00.


For starters, I’d love to see regular, impactful changes that give players of all races a reason to log in and experiment. Imagine a game where creativity is rewarded once again—where unexpected builds and strategic surprises are just as viable as mechanical execution.

One idea could be to introduce a temporary unit for each race every season, rotating it out for a new one at season’s end. Or, perhaps each race could gain 1-2 additional upgrades borrowed from co-op or campaign modes during a season. I think this would make every tournament twice as exciting, sparking fresh strategies and unpredictable matchups. Players would flock back to the game, and we’d see a surge in amazing YouTube content from the new meta.

What would be on your wishlist for a small SC2 team to bring to life?

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The original was posted on /r/starcraft by /u/MrIronGolem27 on 2024-11-13 23:13:42+00:00.

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The original was posted on /r/starcraft by /u/ohno_IforgottheplusC on 2024-11-14 06:20:38+00:00.

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The original was posted on /r/starcraft by /u/george123890yang on 2024-11-14 00:16:59+00:00.


Considering that they are far ahead of humans in terms of technology, I think that this question is worth asking.

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The original was posted on /r/starcraft by /u/Anton_Pannekoek on 2024-11-13 21:07:38+00:00.

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The original was posted on /r/starcraft by /u/Subsourian on 2024-11-13 19:47:05+00:00.

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The original was posted on /r/starcraft by /u/Financial_Code_5385 on 2024-11-13 18:13:12+00:00.

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The original was posted on /r/starcraft by /u/Hyrul on 2024-11-13 18:11:30+00:00.

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The original was posted on /r/starcraft by /u/jinjin5000 on 2024-11-13 17:35:43+00:00.

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The original was posted on /r/starcraft by /u/ivenofilter on 2024-11-13 16:36:17+00:00.

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The original was posted on /r/starcraft by /u/MrIronGolem27 on 2024-11-13 16:09:13+00:00.

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The original was posted on /r/starcraft by /u/snorluxon on 2024-11-13 05:05:26+00:00.


I’m about 4.6-4.8k, and even before the patch the mine drop into thor all in was insanely difficult to stop; harstem has 2 videos beating protosses well above his MMR with his 5.4k Terran. My only chance was to blind counter robo first and pump immortals, and even then I barely win with a super battery because they have libs and marines and mass repair. Any other opener is death.

With battery nerf + immortal nerf + disruptor nerf, I played 6 games and couldnt stop it on any map, esp with the scv pull. The problem is energy units that can benefit suck, and even if you scout it you cant stop it. I tried SG VR + immortals, robo first immortals, and disrupts (cant 2 shot thors now so also useless). Does anyone have the BO to stop it against a properly timed mine drop into marine thor liberator all in ??

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The original was posted on /r/starcraft by /u/Visual_Moose on 2024-11-13 07:51:08+00:00.

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The original was posted on /r/starcraft by /u/Bitter-Ad7771 on 2024-11-13 07:31:59+00:00.

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The original was posted on /r/starcraft by /u/pzlama333 on 2024-11-13 05:55:50+00:00.


Recently, Scboy's staffs had an interview of Oliveria and asked his opinion about the new PTR changes. The link is: This interview is all Chinese and does not have an EN translation, so I made a brief summary. As a Terran player, his opinion could be biased, and I will not say I agree or disagree with anything he says. I post them here just as some insight and sharing of information. I use my best to translate and summarize them but it is possible that it may have some inaccuracy.

1.Regarding the new cyclone: Currently everyone feels it is a nerf, because the current cyclone is a little bit stronger, because it does not require a tech lab. If Terran build one cyclone, it can stop a lot of enemy strategy. But the old (also the new) cyclone is also fine, because it has longer range, and you can play battle-mech again. But it needs more testing, and it is probably neither a buff nor a nerf.

2.Regarding stalker build time -3 seconds and new energy overcharge

It mainly compensate the lost of battery overcharge. He cannot speak about other match, but in PvT, a lot of Protoss player he practiced recently started with sentry first. When he practice with hero, hero's hallucination phoenix will be already on top of his base even before his expansion is finished. So Protoss has the scouting advantage in early game, and when you know what Terran is doing, you choose how to response yourself. That is how the things turn out in their practice.

How about against proxy?

He does not feel much difference yet. He feels the new maps are smaller, and the scouting probe can arrive early as well.

  1. Regarding Ghost

Right now in the balance council there are a lot of quarrels, mainly because the 3-supply ghost. Even Solar and SHIN say the nerf is too much. They ask whether it is possible to revert it back to 2 supply, then change other things, like nerf snipe's damage. The balance council should decide what kind of nerf would be implanted if ghost remains as 2-supply. He thinks the current ghost is not that good because it already received several nerfs.

In TvZ, if Zerg choose roach tech then transit to lurker, it forces Terran to build ghost and goes to late game as well. When he played TvZ and went to mid-late game before, he usually would have around 16 ghosts. That would be 16 supply difference if ghost has 3 supply, and he would have less supply for other units. He can still defend well if he leave units at base, but he will lack enough force to attack.

4.Regarding Disruptor

Everyone believes it is a nerf, but when he practices with MaxPax recently, they both agree it is not that bad. Though it cannot kill a marauder in 1-shot, it still can kill marines and ghosts and it has larger radius, and 1 or two colossi can finish off the marauder. MaxPax also feels the 3-supply ghost may be too much. In TvP you would still build around 5-6 ghosts in mid game, and around 10 ghosts in late game.

  1. Most players do not practice very much, because all the changes are not finalized yet. He already practiced 3 different versions recently, and if there are more different changes, it means all his practices are wasted. So a lot of players use tournaments as practice. He won't say much about other players' opinion because the discussion inside balance council may be credential. Only a "top French Terran player' suggests and supports the ghost +1 supply nerf because he can defeat his opponent before ghost. Also, this Terran player already played bio for a long time, and he wants to play battle-mech instead now.

The main purpose the balance council wants to nerf ghost is that they want to see more ultralisks in ZvT. They feel if there are too many ghosts, ultralisk will be useless, but he feels the balance council never consider the other chain reactions like against lurker in TvZ and against protoss.

  1. Regarding hydralisk dash

When zerg army charges, the slower hydralisks may block themselves, and the new ability can let them keep up the front force. It can also let them chase fleeing medivac. It is not very useful, but still has some usefulness, and pro players may find out how to use it.

  1. Regarding removing the blue flame buff

He thinks it is not that much important.

  1. He fails the election to be a Terran representative of the balance council.
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The original was posted on /r/starcraft by /u/highsis on 2024-11-13 01:17:20+00:00.


In yesterday's Olimo league, Gumiho was an invited co-caster and Gumiho said other Korean pros don't participate in the balance discord because they know they aren't heard/they don't speak English. Crank said Gumiho is the only Korean who is vocal, defending Terran's interest in the discord, and Gumiho said it's quite difficult to do so in English since he needs to back up his claims with evidences.

They also said Clem voicing his concern about ghost was being quite 'honest' and top gamers speaking out is taken seriously as the BC reflected on this speech almost immediately, though they don't know if what Clem said impacted the decision directly or not.

Paraphrased, but I recited exactly what I remember, feel free to attest if you watched Olimo league yesterday.

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The original was posted on /r/starcraft by /u/zl0bster on 2024-11-13 01:00:05+00:00.


To be clear not talking about current PTR, talking about 5.0.12

Before Banelings would get +4 per upgrade level against light, meaning that max damage was 35+3*4=47.

Widow Mine has 90 hp, meaning it would need +3 armor upgrade to survive 2 Baneling hits with 2hp left.

Now max Baneling damage against light is 41 meaning unupgraded Widow Mine can not be killed by 2 max attack upgrade Banelings.

Similar math applies to Marines that have 45hp after stim, but it is not as massive difference because T usually get +3 infantry armor much faster than Z gets +3 attack. But I have never seen pro game with T getting +3 armor for Widow Mines fast.

If you wonder if this was discussed in patch notes...

Community Council Comment: Will no longer 1 shot Probes or Drones with +2 attack.

Reduce some of the strength of mass Baneling armies in the mid game, and reduce the volatility in defending Baneling runbies by requiring multiple Banelings to kill workers. The speed upgrade will require less of an investment, to maintain a similar balance for 2 base Terran Marine Tank based all-ins.

P.S. I searched for wisdom scrolls from the time of the patch and all I found was a post about how hp nerf is huge, but it did not mention Widow Mines surviving longer.

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