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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/starcraft by /u/Relevant_Device9042 on 2024-11-10 06:53:45+00:00.

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The original was posted on /r/starcraft by /u/Archimageg on 2024-11-10 04:25:39+00:00.

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The original was posted on /r/starcraft by /u/Josselin17 on 2024-11-09 18:02:40+00:00.

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The original was posted on /r/starcraft by /u/Samzo on 2024-11-09 17:58:11+00:00.

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The original was posted on /r/starcraft by /u/zl0bster on 2024-11-09 17:19:38+00:00.

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The original was posted on /r/starcraft by /u/slurpsems on 2024-11-09 08:18:33+00:00.


The biggest problem protoss had had, that other races didn't, was energy to scout. Queen creep with overlord, and scan was predominantly energy based. With Terran and now protoss, it's energy for scouting or minerals (mules or scan, chrono or overcharge). This ability for protoss to chose scouting or economy is a great change.

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The original was posted on /r/starcraft by /u/VanDieDorp on 2024-11-09 16:34:14+00:00.

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The original was posted on /r/starcraft by /u/Amiaooghg on 2024-11-09 14:20:57+00:00.

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The original was posted on /r/starcraft by /u/Dangerous_Display745 on 2024-11-09 08:52:04+00:00.

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The original was posted on /r/starcraft by /u/CommamderReilly on 2024-11-09 08:25:39+00:00.

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The original was posted on /r/starcraft by /u/shipshaper88 on 2024-11-08 23:48:15+00:00.


If you forget about the infested Kerrigan thread, the story was quite a neat, powerful story. Rowdy Terrans and mysterious Protoss were easily decimated by the Zerg while suffering from in-fighting, but after getting past their differences and uniting, overcame the threat. Tassadar’s sacrifice was an emotionally powerful climax following his efforts to unite the two Protoss factions. While necessary for a sequel, the infested Kerrigan thread really muddied things up, to the point where they had no idea what to do with her in SC2. After learning that infested kerrigan was a late addition, it became obvious that the story in vanilla was modified to accommodate that thread - for example, the last several missions in the Protoss campaign did not mention her at all.

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The original was posted on /r/starcraft by /u/samis1oo on 2024-11-08 21:01:57+00:00.


Hear me out. When the viper casts abduct on the mother ship, it actually doesnt move the mothership, it just connects its little grapple hook to it. Then, if the viper can circumnavigate the mother ship 6 or 7 times, it will bring down the mothership. Thoughts?

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The original was posted on /r/starcraft by /u/Ketroc21 on 2024-11-08 06:42:00+00:00.

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The original was posted on /r/starcraft by /u/telenova_tiberium on 2024-11-08 03:11:56+00:00.


I want to try to play the game, and steam doesn't have starcraft

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The original was posted on /r/starcraft by /u/SC2Soon on 2024-11-07 22:18:04+00:00.


First of all I want to start this off by saying I am very thankful for everyone who tries to balance the game but I think one point that never really comes up is the design of the game. I dont want this to come across as hate this is simply a suggestion to keep an eye out for the game design a bit since the game got more and more stale with every balance changes the council made so far unfortunately.

I really think the balance council is focusing way too much on making the game consistent instead of interesting.

If we look back into the time of pre balance council we saw a lot of variety in build choices and playstyles in each matchup and in tournaments and especially player identity and personality in playstyles was more common.

I am going to name some examples for each race.. even if you dislike or like some changes I also dislike and like some balance changes they did BUT this is simply to show how we/the council slowly makes the game more gray and the game loses variety overall slowly:

  1. Widow mine changes pre changes we saw Maru and other terrans rarely play 1 base mass wmine dropping or 2 base this playstyle or even the 1 base wmine drop into thor allin from bunny in TVP this got simply removed by all of those balance changes the council made to the wmine. Removing identity from bunny and other terrans who used it or not used it this has impact in TvP and TvZ opening and playstyles.
  2. Voidray rushes and openings in general I do agree the voidray meta was bit boring but double nerfing the voidray was a harsh move instead of just increasing cost OR build time not both at once simply an opening that got removed same for proxy voidray removed due to these changes. Cant name examples of who used it well unfortunatly. However this removed skytoss as opening completly vZ and proxy voidray vT.
  3. Raven changes while the old raven was used a lot vs Protoss as +1 Timing it also got very rarely used against Z with hellion . Yes it was rare but still it was variety in pro games that was very welcome different opening as a viewer is fun and enjoyable to see the occassionaly Raven opening vZ which was viable due to the stronger turret and anti armor. Also I will never forget how showtime dodged 2 matrix with a prism and crushed the terran pushing such a nice skill expression . ( sidenote I think there is also a player on the ladder who enjoyed massing ravens which is just an unusuable style now due to the nerfs to the turret)
  4. +2 banelings and hp while I do agree with these changes like every balance change overall it removed ling bling playstyles yes they were uncommon vs P but they existed this playstyle however got removed due to these changes. Players that directly i connect to this is reynor being an incredible fast players I remember him occassionally just playing ling bling ultra vP and this is just unusable now.
  5. Disruptor an upcoming nerf actually decreasing the disruptor damage removes disruptor drop basically from the game vZ and vT while it is super rare also due to the previous nerf the disruptor received from the council it was an opening we occassionally saw being used. Removing identity from players like creator used it or hero vZ a lot. Again removing openings and playstyles.
  6. The most outrageous change which I litterally cant understand how this every got the OK from anyone increasing the hatchery sight range by 1 to simply remove spine crawler cheese from the game. This only got patched to remove a cheese to remove identity and build variety from the game. Dark liked to use this one for example.
  7. Defense nerfs also upcoming slowly making turtle games less and less common to see maybe we never see them again potentially again removing a playstyle from the game. Just making every game looking the same slowly.

I hope these example show while they maybe are good changes in an isolated case such as helping protoss deal with wmine or help protoss deal with baneling help terran with disruptor etc. they also hurt game variety A LOT and also hurt player identity and viewer enjoyment a lot. It is more fun to see crazy builds come out then clem playing vs serral or maru vs dark for the 19th time playing 3cc 16stim into the same midgame into the same lategame over and over and over and over. It is more fun for the viewers to see a crazy build in a finals then just mechanics clashing against mechanics which SC2 is slowly becoming.

While the changes overall might seem nice for the consistency for pro level and maybe some exeperience on the ladder improves to some degree it also hurts variety as I said many times. I think that the damage these changes also cause indirectly is incredible overlooked by the council and should be taken rather serious.

We are slowly moving away from Players having an identity such as maru being the guy who is the lategame terran gumiho the crazy build guy clem the micro heavy monster hero the aggresive crazy guy.. creator / stats who enjoy lategame reynor the multitasking guy with ling bling while serral is known for macro and solid lategame dark with incredible unorthodox builds and styles.

If you watch a tournament nowadays every game slowly feels the same and plays the same you can hide the names of the players and often you couldnt even tell who is playing because identity is getting removed and I think this is a big problem which will slowly cause less and less players to play this game and quit... I mean we already see the player base drop slowly more and more people quit because less and less playstyle are viable and less and less identity is in pro matches obviously there is no actual evidence for the playstyle being removed from the game being related to the the player and viewers dropping but I personally also can barely watch a tournament nowadays every game feels too similar and when we look back at a finals of maru or clem or hero or reynor serral whomever from years ago we saw more variety in the opening being chosen and more crazy builds such as mass widow mines disruptor drop mass ling bling vs P etc.

I hope my point came across I do think every race needs some cheeky things and some things that are too strong yes maybe the old disruptor was a bit too strong being 3 supply having a bigger radius etc but you know what it also provided way more variety same for the widow mines were they annoying to deal with sure but it was also used in openings that were completlty removed by those changes. And the most outrageous change is and will always be increasing the hatch sight range by 1 to simply remove a cheese in ZvZ ......

I hope that the balance council takes the game design more into consideration and not just balance, because I do think the game maybe nowadays comes more down to skill vs skill but it also has way less "color" and less identity in each player slowly. Because I personally think the game pre balance council changes was more fun to watch and play then nowadays which is kind of sad to think about.

Sorry that this is such a long post and I hope that we all can enjoy SC2 for more years to come whatever happens with the balance.

I often heard caster and people reviewing the changes very isolated and never really bring up how we remove playstyles and openings slowly.

Also I would like to know other people opionions as well ^^.

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The original was posted on /r/starcraft by /u/Several-Video2847 on 2024-11-07 16:19:46+00:00.


Title.

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The original was posted on /r/starcraft by /u/highsis on 2024-11-08 02:47:52+00:00.


I’ve been having a blast watching the new PTR patch, and it feels like I’m not alone in this.

Recently, I tuned into the OlimoLeague, where 20,000 viewers gathered to watch, and I genuinely enjoyed it like I hadn’t in ages. The feedback from the viewers was overwhelmingly positive too, with chat flooded by praise for the gameplay. The absence of Shield Battery Overcharge led to way more intense early skirmishes, where nothing felt guaranteed. As a viewer, it was thrilling not to have that “oh, the defense will just hold” feeling.

Before, Protoss often felt helpless once ghosts started stacking up, not to mention how the resource trades went against them in PvZ lategame at highest levels thanks to *FREE* mothership donations. But with these changes, Protoss now has a more challenging early defense, yet gains powerful offensive tools that allow them to leverage advantages as the game progresses. And when they reach the late game, the new Mothership capabilities bring back that classic Protoss late-game power. Seeing Protoss form these strong late-game compositions is giving off those nostalgic vibes of Protoss scaling into a formidable endgame powerhouse without it being too strong.

I used to be in GM in early SC2 days and these days I just watch the game which hasn't been fair for one race for the last 5 years. It's never felt really rewarding and fun to watch because of the imbalance at the pro scene. Protoss winning $200 cups can only give you so much.

Speaking of the Mothership, the change making it immune to abduct has been refreshing. Gone are the days when it would show up, use one ability, and be instantly deleted from the battlefield. Honestly, explaining how hard it is to pull off an abduct doesn’t matter when the Mothership rarely survived beyond casting its first spell in almost every match. Now, it actually sticks around long enough to make an impact to the viewers.

On the other hand, I’m not sure the nerf to the Immortal’s damage was necessary. With marauders and roaches already surviving a nova, and disruptors costing 4 supplies with the previous nerf, the Immortal nerf feels like overkill, not to mention ultras have better pathfinding now(albeit slower) and marauders don't die as easily.

The Mothership feels like it’s finally in the right place now. It should’ve been like this from the start. If it does end up feeling overpowered, which I don't think it does, instead of removing the abduct immunity, maybe just increase its cost by 50 minerals and gas each for the viewing pleasure. I will reserve judgement until I see Serral playing against it because I remember how everyone was overhyped protoss being *favoured* in ZvP and Serral 5-2ed hero(despite people willfully forgetting the 2-0 and calling it 3-2) and protoss getting annihilated in EWC, as always.

Overall, the changes have brought more enjoyable dynamics to the game, especially with Protoss finding their unique late-game equalizer again. The rollback on brood lords, ghost supply nerf, and the improvements to the mothership all contribute to a more balanced, thrilling experience IMO. We also need to take into consideration how protoss starts out strong in early patches and almost always get figured out as t/z adapt, which is why I believe the immortal damage nerf is an overkill, but compared to the horrendous previous iteration of the patch(net protoss nerf and when we needed the opposite for the pro scene) it's a step in the right direction.

In the OlimoLeague chat, many viewers, especially those who hadn’t watched SC2 in a while-kept saying they didn't know how entertaining StarCraft 2 could be. Good work, balance council. Now don't just get cold feet and roll back changes like you did with feedback targeting.

What’s everyone else’s experience with the PTR changes tournaments?

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The original was posted on /r/starcraft by /u/No_Preference2383 on 2024-11-07 23:07:50+00:00.


Title.

Honestly I thought the smaller ball and faster speed was a great way to make it easier for higher level pros to make use of it, without breaking it for low levels.

That and it would keep its old damage. (And hopefully go back to 3 supply)

Here is a link to the post OG post

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The original was posted on /r/starcraft by /u/LowAPMZerg on 2024-11-06 19:58:14+00:00.

Original Title: hey, as you can see in that image, thats how my game looks on medium/high/ ultra graphics. i have absolutely no fps issues or anything, its just that air space and water on maps and singleplayer are red, on "low" its normal, so im not sure whats going on. only in sc2, other games dont have the issue

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The original was posted on /r/starcraft by /u/According-Noise-8047 on 2024-11-07 17:37:40+00:00.


create competitive cooldowns for people who leave games within the first 90-120 seconds. shit is ridiculous. look at any competitive game, they have a system in place to reduce smurfing.

yeah i know its never gonna happen esp now that its free to play but getting crushed by former grandmasters with a 30 game string of 0:00 losses in diamond 3 is so incredibly lame

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The original was posted on /r/starcraft by /u/Shine_Unfair on 2024-11-07 18:11:09+00:00.

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The original was posted on /r/starcraft by /u/Basilisk_Research on 2024-11-07 14:02:35+00:00.

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The original was posted on /r/starcraft by /u/CodeRedNo1 on 2024-11-07 06:24:04+00:00.


For the Starcraft pro game / shoutcast enjoyers, what do you think is the least entertaining to see? For me the answer would be TvZ stim marine/medivac drops. It looks so frustrating at a pro level to have a wave of marines to come in to vision, rush into a base, and the Zerg player has only a few seconds to respond before the Terran player scoops up his marines and blasts out of vision to do it again later. Is there an element to this that I am missing that is actually really cool about these interactions? Is there something that you consider less entertaining in pro games as a viewer? I look forward to reading your comments I thought this would be an interesting discussion. Thank you!

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The original was posted on /r/starcraft by /u/DoomarachiYT on 2024-11-07 02:45:06+00:00.


So both Starcraft Remastered and Starcraft 2 got added to Game Pass and I wanna try one of them out. Which one is better gameplay wise? I dont care too much for story at this stage

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The original was posted on /r/starcraft by /u/w1nt3rxd on 2024-11-07 01:44:24+00:00.

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