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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 2024-11-03 11:15:48+00:00.


Just putting this here with formatting and TLDR for consistency with my other two summaries. I know it's redundant, but I'm a perfectionist and I like pretty paragraphs.

Summarised (gradual changes summed up, reversed ~~strikethrough~~), does not include the current proposed changes since they are not live yet.

TLDR. Mothership rework. Nerfs to Dark Templar, Disruptor, Voidray, agressive Shield Battery, Battery Overcharge. Buffs to Sentry, High Templar, Observer. Buff to Immortal vs EMP. Buffs to upgrade timings; buff to shield+air armor upgrade costs. Tempest QoL.

PTR changes included in my comment to the post.

Gateway units

Sentry

Build time reduced from 26.4 to 22.9 seconds. Move speed increased from 3.15 to 3.5. Guardian Shield duration increased from 10.71 to 12.86. Damage increased from 6 to 6 (+4 vs Shields). Light attribute tag removed.

High Templar

Move speed increased from 2.63 to 2.82.

Dark Templar

Now have a 0.71s attack delay after blink.

Archon

Reduced collision radius with structures from 0.75 to 0.56 (Allows Archons to pass through single tile gaps between buildings)

Robotics facility units

Observer

Move speed increased from 2.63 to 2.82. Gravitic Boosters move speed bonus increased from 1.31 to 1.41, maintaining a 50% speed increase. Build time reduced from 21.4 to 17.9 seconds. Health/Shields increased from 40/20 to 40/30. Model size increased by 10% / Surveillance Mode animation speed increased by 75%.

Warp Prism

Minimap radius increased from 0.875 to 1 for consistency.

Immortal

Barrier will now also block the first instance of damage which triggers the Barrier. Counts towards the 100 damage blocked by the Barrier. EMP triggers the barrier before draining shields.

Disruptor

Supply cost increased from 3 to 4. Purification Nova's radius reduced from 1.5 to 1.375.

Stargate units and Mothership

Oracle

Stasis Ward sight range increased from 4 to 7.

Void Ray

Build time increased from 37 to 43. Mineral cost increased from 200 to 250. Fixed an issue where the move speed of Void Rays with Flux Vanes while Prismatic Alignment was active was 2.62 instead of 2.89.

Carrier

Interceptor attack target priority reduced from 20 to 19. (Attackers now prioritize other units over Interceptors). Changes to interceptor spread.

Tempest

Acceleration increased from 2.1 to 4.2 (more responsive to control).

Mothership (unit rework)

Cost reduced from 400/400 to 300/300. Supply cost reduced from 8 to 6. Build time reduced from 114 to 79. Speed increased from 2.62 to 2.83. Health/Shields reduced from 350/350 to 250/250. No longer has energy (Spells are now cooldown based and require no energy to cast).

Lateral Acceleration increased from 1.93 to 2.88. Lateral Acceleration is how fast the unit changes direction while moving. Increasing this will make the Mothership no longer lag behind other army units of similar speed.

Recall now has a 89 second cooldown. Recall radius reduced from 6.5 to 5.

Time Warp now has a 60 second cooldown. Time Warp slow reduced from 50% to 40%. Time Warp radius reduced from 4 to 3.75. Time Warp cast delay reduced from 1.79 to 0.71.

Cloak Field is no longer passive. It is now an activated ability which lasts for 20 seconds, with a 50 second cooldown.

Buildings

Nexus

Battery Overcharge shield recharge rate bonus reduced from 100% to 50%. (Reduces the total shields recharged from 1440 to 1080)

Shield Battery

Starting Energy reduced from 100 to 50 outside of the Nexus field.

Forge

Level 1 upgrades research time reduced from 128.6 to 121.6. Level 2 upgrades research time reduced from 153.6 to 144.6. Level 3 upgrades research time reduced from 178.6 to 167.9. Shield upgrade cost reduced from 150/150, 225/225, 300/300 to 150/150, 200/200, 250/250.

Cybernetics Core

Air Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 100/100, 175/175, 250/250 (Same as Air Weapons).

Pylon

Sight range increased from 9 to 10.

702
 
 
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The original was posted on /r/starcraft by /u/JackOffAllTraders on 2024-11-03 18:12:07+00:00.

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The original was posted on /r/starcraft by /u/chicoRocha on 2024-11-03 14:53:45+00:00.

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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 2024-11-03 10:21:16+00:00.


To complete a collection for all three races by request. Summarised (gradual changes summed up, reversed ~~strikethrough~~), does not include the current proposed changes since they are not live yet.

Hopefully would be an interesting comparison point.

TLDR. Full Cyclone rework and rebalancing. Raven mini-rework. Nerfs to Ghost spells, Hellbat, Widow Mines. Adjustments to Liberator and Medivac. Buffs to Vikings and Banshees. Buff to infantry armor upgrade and armory costs. Small nerf to Sensor Tower.

PTR changes included in my comment to the post.

Barracks units

Ghost

Steady Targeting (Snipe) is canceled if the target moves more than 14 range away from the Ghost while casting. (The cast range of Steady Targeting is 10). Steady Targeting can now be manually canceled. Snipe damage reduced from 170 to 130 (+40 vs Psionic).

Enhanced Shockwaves upgrade removed. ~~EMP radius increased from 1.5 to 1.75.~~ EMP radius reduced from 1.75 to 1.5.

Factory units

Hellbat

Damage bonus per upgrade reduced from +2 (+1 vs light) to +2.

Cyclone (unit rework)

Cost reduced from 150/100 to 125/50. Tech Lab requirement removed. Health reduced from 120 to 110. Armor reduced from 1 to 0. Supply cost reduced from 3 to 2. Auto attack range increased from 5 to 6. Auto attack damage/attack speed now 11 (+3 vs mechanical), 0.481 cooldown, +1 damage per upgrade.

Lock On now uses the Cyclone's auto attack damage, and no longer ignores armor. Lock On cooldown removed. Lock On no longer has a delay before first shot, and maintains weapon cooldown between lock ons. Lock On cast range reduced from 7 to 6. Lock On max range reduced from 15 to 9. Multiple Cyclones will now auto-cast Lock On onto the same target.

Mag-Field Accelerator (Lock-On damage) upgrade removed. Move speed reduced from 4.73 to 3.94. New upgrade, increasing move speed to 4.73 (Cost: 100/100, 100 seconds, Researched at the Factory's Tech Lab).

Cyclone (changes after rework)

Weapon cooldown increased from 0.48 to 0.58. Lock On now cooldown increased from 0 to 2.86. Weapon now has turret tracking, damage point reduced from 0.119 to 0.036. Health increased from 110 to 130.

Widow Mine

Reduced the effectiveness of Drilling Claws (burrow speed upgrade) by from 0.71 seconds to 1.07 seconds. Drilling Claws now also makes the Widow Mine unburrow twice as fast. Invisibility while reloading now requires Drilling Claws upgrade instead of a constructed Armory. Splash damage radius reduced from 1.75 to 1.5.

Now gives an attack alert to the enemy when burrowing in range of enemy units. Alert is not given for already burrowed Widow Mines when enemies enter range. Increased visibility of targeting line and targeted unit.

Starport units

Viking (Flying Mode)

Damage point reduced from 0.12 to 0.04. Damage point is the time period after attacking that needs to pass before a unit can receive a new command, affecting their kiting abilities.

Liberator

Cost reduced from 150/150 to 150/125. Advanced ballistics range bonus reduced from 3 to 2.

Medivac

Rapid Reignition System replaced with Caduceus Reactor - Increases Medivac's energy regeneration rate by 100% (Cost: 100/100/53.57 seconds, Upgraded from the Fusion Core). Minimap radius increased from 0.75 to 1 for consistency.

Banshee

Hyperflight Rotors research time reduced from 121.4 to 100 seconds. Hyperflight Rotors cost reduced from 150/150 to 125/125.

Raven

Gas cost reduced from 200 to 150. Build time reduced from 42.9 to 34.3 seconds. Corvid Reactor upgrade (starting energy +25) removed. Anti-Armor Missile armor reduction reduced from 3 to 2.

Interference Matrix now requires a research (Cost: 50/50, 57.14 seconds research time, Researched at the Starport's Tech Lab). Interference Matrix can no longer target units already targeted or affected by Interference Matrix.

Auto Turret duration reduced from 10 to 7.9 seconds. Auto Turret health reduced from 150 to 100. Auto Turret armor reduced from 1 to 0. Auto Turret is no longer affected by Neosteel Armor.

Buildings

Sensor Tower

Radar range reduced from 30 to 27.

Engineering Bay

Infantry weapons/armor upgrades cost reduced from 100/175/250 to 100/150/200.

Armory

Cost reduced from 150/100 to 150/50.

705
 
 
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The original was posted on /r/starcraft by /u/TheSwagManOFFICIAL on 2024-11-03 02:28:33+00:00.

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The original was posted on /r/starcraft by /u/flamingtominohead on 2024-11-03 14:51:48+00:00.

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The original was posted on /r/starcraft by /u/highsis on 2024-11-03 04:31:19+00:00.


Let me know if I missed anything. Does not include the current proposed changes since they are yet to go through yet.

Dark Templar

Added a 0.75-second attack delay after using Blink.

Shadow Stride attack delay reduced from 0.75 to 0.71 seconds.

Shield Battery (Battery Overcharge)

Starting energy reduced from 100 to 50 when outside the Nexus field.

Shield recharge rate bonus from Battery Overcharge reduced from 100% to 50%, decreasing total shields recharged from 1440 to 1080.

Void Ray

Build time increased from 37 to 43 seconds.

Mineral cost increased from 200 to 250.

Observer

Movement speed increased from 2.63 to 2.82.

Gravitic Boosters speed bonus increased from 1.31 to 1.41.

Model size increased by 10%

Build time reduced from 21.4 to 17.9 seconds.

Health/Shields increased from 40/20 to 40/30.

Surveillance Mode animation speed increased by 75%.

Archon

Collision radius with structures reduced from 0.75 to 0.56, allowing it to pass through single-tile gaps between buildings.

High Templar

Movement speed increased from 2.63 to 2.82.

Disruptor

Purification Nova radius reduced from 1.5 to 1.375.

Supply cost increased from 3 to 4.

Model scale reduced by 9%.

Radius increased from 0.5 to 0.625 (does not affect building collision).

Carrier

Interceptor attack target priority reduced from 20 to 19, making units prioritize other targets over Interceptors.

Sentry

Build time reduced from 26.4 to 22.9 seconds.

Movement speed increased from 3.15 to 3.5.

Damage increased from 6 to 6 (+4 vs. Shields).

Guardian Shield duration increased from 10.71 to 12.86 seconds.

Light attribute removed.

Forge

Ground and air upgrade research times reduced:

Level 1: 128.6 to 121.6 seconds

Level 2: 153.6 to 144.6 seconds

Level 3: 178.6 to 167.9 seconds

Shield upgrade cost reduced:

Level 2: 225/225 to 200/200

Level 3: 300/300 to 250/250

Cybernetics Core

Air Armor upgrade cost reduced:

Level 1: 150/150 to 100/100

Level 2: 225/225 to 175/175

Level 3: 300/300 to 250/250

Warp Prism

Minimap radius increased from 0.875 to 1.

Tempest

Acceleration increased from 2.1 to 4.2.

Radius/model scale reduced by 10%.

Mothership

Cost reduced from 400/400 to 300/300.

Supply cost reduced from 8 to 6.

Build time reduced from 114 to 79 seconds.

Speed increased from 2.62 to 2.83.

Lateral acceleration increased from 1.93 to 2.88.

Health/Shields reduced from 350/350 to 250/250.

Model scale reduced by 10%.

Energy removed; spells now use cooldowns instead of energy.

Recall: 89-second cooldown; radius reduced from 6.5 to 5.

Time Warp: 60-second cooldown, slow effect reduced from 50% to 40%, radius from 4 to 3.75, cast delay from 1.79 to 0.71 seconds.

Cloak Field: Changed to an activated ability with a 20-second duration and a 50-second cooldown.

Oracle

Stasis Ward sight range increased from 4 to 7.

Immortal

Barrier now blocks the first instance of damage that triggers it.

Pylon

Sight range increased from 9 to 10.

When it comes to core unit stats and their combat abilities, DT/ Shield battery/ voidray/disruptors were all gutted drastically while they made mothership stronger.

See how drastically they change when it comes to nerfing and how indirect and 'nuanced' they try when buffing. This is why I suspect Balance council will probably 'reconsider' and remove direct protoss buffs like mothership immunity to abduct or ghost supply because from what's they been at for the last 2 years, it's almost unconceivable to think they are capable of directly giving a buff to Protoss.

708
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/starcraft by /u/Relevant_Device9042 on 2024-11-03 05:34:50+00:00.


Inspired by a similar post for protoss. Summarised (gradual changes summed up, reversed ~~strikethrough~~), does not include the current proposed changes since they are not live yet.

Thought it would be an interesting comparison point.

TLDR. Bunch of nerfs to army units, most important are heavy nerfs to banelings and broodlords; nerfs to lurkers, vipers, queen walks and ravagers; small buff to hydras, small QoL buffs for ultras; lots of upgrade adjustments; some creep nerfs and transport overlord adjustments.

Edit: PTR changes included in my comment to the post.

Baneling

Weapon damage changed from 18(+17 vs light) to 16(+19 vs light). Damage bonus per upgrade reduced from +2 (+2 vs light) to +2: at 3 upgrades +6 (+6 vs light) to +6. Centrifugal Hooks health bonus (5 hp) removed. Centrifugal Hooks cost reduced from 150/150 to 100/100. Centrifugal Hooks research time reduced from 79 to 71.

Queen

Can no longer Transfuse off creep.

Ravager

Build time increased from 8.57 to 12.14 seconds.

Hydralisk

Muscular Augments move speed bonus off Creep increased from 0.79 to 0.98. Speed upgrade research time reduced from 71 to 64 seconds. Range upgrade research cost / time reduced from 100/100 / 71 seconds to 75/75 / 50 seconds.

Lurker

Reduced the effectiveness of Adaptive Talons (burrow speed) from 0.71 seconds to 1.07 seconds. Adaptive Talons move speed bonus removed. Adaptive Talons cost reduced from 150/150 to 100/100.

Infestor

Pathogen Glands upgrade (+25 starting energy) removed. Infestor starting energy increased from 50 to 75. Fungal Growth damage reduced from 30 to 25. Vision range while burrowed reduced from 10 to 8. Unburrow time increased from 0.357 - 0.714 seconds to 0.625 - 0.714 seconds. Increased size of moving burrowed Infestor visuals effects.

~~Fungal Growth cast range reduced from 10 to 9.~~ Fungal Growth range increased from 9 to 10.

Viper

After casting Abduct the Viper can not move or use abilities for 0.57 seconds. Consume damage reduced from 200 to 150.

Brood Lord

Move speed increased from 1.97 to 2.62. Duration of spawned Broodlings reduced from 5.71 to 3.57.

Broodling (Brood Lord)

Broodling move speed reduced from 5.37 to 4.13. Broodling health reduced from 30 to 20. Broodling attack speed reduced from 0.46 to 0.57.

Ultralisk

Reduced size by 12.5%. Increased distance target can move before Ultralisk's attack is canceled from 1 to 1.25 (Range to begin the attack is unchanged). Cost reduced from 300/200 to 275/200. Burrow/Unburrow time reduced from 1.43 to 0.89.

Overlord

Deceleration speed increased from 1.49 to 2.28. Generate Creep delay reduced from 1.43 to 1.07.

Transport Overlord (Overlord with Ventral Sacs)

Deceleration speed increased from 1.49 to 2.28. Generate Creep delay reduced from 1.43 to 1.07. Transport Overlord morph time increased from 12.14 to 15 seconds. Transport Overlord move speed increased from 0.9 to 1.28 (2.62 to 3.00 with Pneumatized Carapace).

Evolution Chamber

Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 150/150, 200/200, 250/250.

Spire

Air Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 100/100, 175/175, 250/250 (Same as Air Weapons).

Hatchery, Lair & Hive

Creep spread interval decreased from 0.3 to 0.25 (Increases the rate of Creep spread from these structures by 20%. Does not affect Creep spread from Creep Tumors). Sight range increased to 12. Creep spread radius increased from 12 to 13.

Nydus Worm

Increased starting creep by 1 unit in each direction around the worm once it spawns.

Creep Tumor

Cooldown increased from 10.71 to 13.57 seconds. Sight range reduced from 11 to 10.

709
 
 
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The original was posted on /r/starcraft by /u/ShouldBeeStudying on 2024-11-03 01:36:27+00:00.

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The original was posted on /r/starcraft by /u/Misiocytka on 2024-11-02 12:26:19+00:00.

711
 
 
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The original was posted on /r/starcraft by /u/TejKemeta on 2024-11-02 13:27:40+00:00.

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The original was posted on /r/starcraft by /u/TL-GTR on 2024-11-02 11:20:08+00:00.


Soulkey wins for a third time in a row, defeating Sharp 4-1 and becomes the only player besides Flash to do the three-peat in the ASL/SSL era. With this victory, Soulkey guarantees his place in the annals of BW history as a "bonjwa" - somebody who is head and shoulders above everyone else in the competitive circuit.

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The original was posted on /r/starcraft by /u/ProfessionalBar1399 on 2024-11-02 14:36:33+00:00.

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The original was posted on /r/starcraft by /u/MechR58 on 2024-11-02 14:23:50+00:00.

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The original was posted on /r/starcraft by /u/Several-Video2847 on 2024-11-02 13:18:51+00:00.


As I am agreeing with the overall opinion that a strong disruptor is probably bad for the game, the disruptor is right now the core unit in pvt to answer ghost marauder comps.

With disruptor not onehotting marauder anymore for a 4 supply unit this opens up ways to buff non-light damage for collosus.

Collosus have clear counters: vikings and vipers and should not be so lethal anymore with the lotv economy compared to hots.

I was thinking maybe change the damage from 10 + 5 to 12 + 3 and upgrades scaling + 2 damage instead of 1+1.

I would like to see a stronger collosus as a compensation for the hefte disruptor nerfs.

Otherwise I don't see how toss can be competitive in lategame pvts (this is referring to disruptor nerf without compensation)

What are your thoughts especially about pvt lategame :)

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The original was posted on /r/starcraft by /u/Relevant_Device9042 on 2024-11-02 07:07:58+00:00.

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The original was posted on /r/starcraft by /u/Shiny_Kelp on 2024-11-02 01:11:23+00:00.


  • Liberator does not get vision of the area it sieges.

That's it. This way, it'll need to actually be close to a mineral line in order to siege it. Whereas it's not going to have as much of an impact in a regular fight, since other units can provide vision for it, and Terran can use a scan at the right moment.

For reference, the liberator has an effective max range of 15, and goes to 17 with the range upgrade, while it has a sight range of 10. You could increase its sight range to 11 or even 12 to mitigate the nerf if needed.

This way map makers won't have to get headaches about potential liberator spots nearly as much anymore.

Edit: Effective range is base range (10) plus area radius (5). Idk why I thought 5 was the area diameter.

718
 
 
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The original was posted on /r/starcraft by /u/pee_and_keele on 2024-11-01 20:56:13+00:00.

719
 
 
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The original was posted on /r/starcraft by /u/lbtaylz on 2024-11-02 02:58:17+00:00.

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The original was posted on /r/starcraft by /u/zl0bster on 2024-11-01 18:12:38+00:00.


Everybody is so happy about ghost nerf, that fact that liberators are unchanged is going unnoticed.

For years people have been talking about liberator being limit in terms of map design, only way it got into patch was to give it clownish circle increase, now it is left unchanged because screaming terran children in balance council can not take a nerf without bigger buff.

Like if liberator was P unit that was blocking map makers it would have been removed from game by now, but somehow we are unable to change advanced ballistics upgrade to enable cooler maps?

Something like:

Advanced Ballistics effect changed from providing +2 range in Defender mode to +1 range and increasing the radius in Defender mode from 5 to 5.25 (10% area increase), cost reduced from 150/150 to 100/100.

721
 
 
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The original was posted on /r/starcraft by /u/o0DrWurm0o on 2024-11-02 02:54:40+00:00.


One thing that’s been pretty clear is that toss pros really enjoy energy overcharge and if you’ve seen some PTR matches it’s not hard to see why. I feel like so much of what constitutes “strategy” in SC2 is just what you build and where/when - then just micro and win. Energy overcharge opens up a lot of clever/weird strategies and it’s not build-specific nor can you definitively “scout” how a protoss opponent is going to use it. It’s almost like it adds a whole extra layer of strategy because of how flexible it is.

So yeah, more changes in that vein would be pretty interesting.

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The original was posted on /r/starcraft by /u/bojinkinss on 2024-11-01 22:24:52+00:00.


That is all. Pls fix. Thx.

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The original was posted on /r/starcraft by /u/Drekkonis on 2024-11-01 21:49:52+00:00.

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The original was posted on /r/starcraft by /u/Sloppy_Donkey on 2024-11-01 07:25:28+00:00.


Alright, buckle up. The balance council just pulled an FBI-level move on us. It's a tactic called "Anchoring" from the legendary book of Lead FBI Hostage Negotiator Chris Voss.

What is anchoring? "Anchoring is a negotiation tactic where you start with an extreme position, setting the bar so low that anything that follows seems reasonable by comparison." It’s a classic trick to make concessions feel like favors, even if you’re actually getting less than you wanted.

So how does this apply here?

Step 1: It's community consensus Protoss needs a big buff. So first, drop a wild patch proposal where instead of buffing Protoss, they nerf it! The community is FURIOUS!

Step 2: Scale back some of the just announced nerfs. Now we’re supposed to feel relieved. But let’s be real – if this patch would have been announced in its current form, the reaction would have been the same. No more disruptor one-shots, nerfed immortals, RIP battery overcharge - 0 buffs to core units – it's total madness. How is this patch supposed to put Protoss on the map in premier tournaments?

Genius move by the Zerg cabal and the Terran conglomerate – they’ve FBI’d us into accepting another balance patch without Protoss buffs. Stay sharp - we are too smart to fall for this!

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The original was posted on /r/starcraft by /u/heavenstarcraft on 2024-11-01 16:40:14+00:00.

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