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The original was posted on /r/starcraft by /u/MrSchmeat on 2024-10-30 06:20:25+00:00.

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The original was posted on /r/starcraft by /u/pewpewmcpistol on 2024-10-30 02:38:20+00:00.


I think we can all agree that professional Protoss need some love, but simultaneously we aren't trying to create more Protoss success at GM. In order to achieve that I think one aspect of the game that is lacking is the high end ability to micro against Terran units. I'm talking about something similar to this, where Clem is able to dodge Stalker shots with impeccable medivac pickup micro. This is achieved not only by Clem's mind boggling micro, but also because Stalker attacks move so slowly. I believe this is an example of something that you will rarely see executed well outside of the top tier players. This is the type of opportunity I think we should look to create for Protoss against Terran because its something that a Bronze leaguer couldn't even think of doing let alone accomplishing.

For that reason I think there is an opportunity to nerf Ghosts at the highest level against Protoss with minimal impact outside of professional play by decreasing the travel speed of EMP. Currently it is not an instant ability, it just feels like that cause it moves FAST. Like so fast that I didn't realize it even has a travel speed for a while. At most I've seen some professional Protoss attempt to bait out EMPs by having a Prism full of HTs quickly drop and pick up in an attempt to to juke out EMP casts, but don't think I've ever actually seen someone react to an EMP being cast and dodge it after seeing it.

Now I'm not going to offer exact numbers cause I'm not smart enough for that, but rather only put the idea out there: What if EMP had a slower travel speed? The idea is to find that middle ground where it can be dodged but not easily. It should not be something that can be ran out of, but something that Blink and Prism micro could be used to dodge.

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The original was posted on /r/starcraft by /u/EmergencyPick on 2024-10-29 15:29:43+00:00.

Original Title: SKillous got a new great analytic/casting video of MaxPax vs Clem PvT series BO5 on the New Patch and Maps. Make sure you let him and the algorythm know if you want more of his new content! - Video 29:50

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The original was posted on /r/starcraft by /u/Velocity275 on 2024-10-30 02:15:37+00:00.


I last played this game seriously back in HotS. I came so close to Master League guys. I would play for 3 hours every morning before work. I felt confident in early baneling micro fights in zvz and got so much dopamine out of muta/ling/bane in zvt. But one morning I just didn't have it together. I lost again to another master protoss deathball, smashed my keyboard and hard quit the game.

Now I hear protoss got nerfed or something and they're super mad about it. I can't wait to get back up to form and taste those protoss tears. Master League I'm coming for you.

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The original was posted on /r/starcraft by /u/AceZ73 on 2024-10-29 22:40:25+00:00.

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The original was posted on /r/starcraft by /u/IllRepresentative167 on 2024-10-29 21:10:25+00:00.

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The original was posted on /r/starcraft by /u/zl0bster on 2024-10-29 20:20:14+00:00.


If you read notes they absolutely make no sense when put against... well... same notes.

Developer Comment: Disruptors might be very difficult to play against on the lower levels*, but on the highest level their efficiency dropped down significantly after the previous changes. This set of changes is aimed to bring back some of Disruptor’s old power, making avoiding any damage more challenging for the professional players, while* at the same time making single Disruptor hits less punishing in the worst case scenario*. With the new damage output, Disruptors will no longer one-shot units like Marauders, Roaches and Ravagers, while being more efficient against units like Marines, Ghosts, Banelings and Hydras,* as well as having more potential in certain PvP scenarios*.*

I get why in lower levels Marauders and Roaches being one shot by Nova is frustrating.

But explain this... Why are we fine with more expensive Stalker still being ded after 1 Nova. Note that since we are increasing the radius of Nova in PvP hits will be even stronger.

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The original was posted on /r/starcraft by /u/TheZealand on 2024-10-29 17:04:05+00:00.

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The original was posted on /r/starcraft by /u/HolidayRazzmatazz on 2024-10-29 08:30:32+00:00.


What do you guys think about keeping the higher radius, but only the center 75% would 1 shot roach/marauder, and the remaining radius does the current PTR damage. I think this would reward skilled play on both sides (dodging vs direct hits) and is a interesting combination of the 2 changes.

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The original was posted on /r/starcraft by /u/rustRoach on 2024-10-29 10:48:53+00:00.

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The original was posted on /r/starcraft by /u/xiangyieo on 2024-10-29 14:59:24+00:00.

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The original was posted on /r/starcraft by /u/Ephixia on 2024-10-29 14:03:56+00:00.

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The original was posted on /r/starcraft by /u/Delicious_Row_124 on 2024-10-29 12:58:27+00:00.

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The original was posted on /r/starcraft by /u/heavenstarcraft on 2024-10-29 11:36:13+00:00.

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The original was posted on /r/starcraft by /u/danborder on 2024-10-28 22:13:38+00:00.

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The original was posted on /r/starcraft by /u/Several-Video2847 on 2024-10-29 08:45:38+00:00.


Tilted. I am annoyed that every patch a core unit toss has gets a nerf.

Chargelots, adept, immortal, ht, disruptor, warp prism, carrier, tempest to name a few.

Meanwhile we get buffs to sentry movespeed while the other races get like 55 % area increase and faster siege, more broodlord damage.

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The original was posted on /r/starcraft by /u/wheres-the-audio on 2024-10-29 08:39:59+00:00.

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The original was posted on /r/starcraft by /u/TehMispelelelelr on 2024-10-29 04:55:10+00:00.

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The original was posted on /r/starcraft by /u/Wake90_90 on 2024-10-29 04:01:21+00:00.


The patch note

Extra Supplies Calldown now also increases the HP of Supply Depot to 500, immediately repairing it.

I imagine the first few banes crash into a supply depot of a baneling bust, but since Clem seen it coming 10 seconds before he was caught off guard by it he times the supply depot calldown at just the right time to win the game routing the baneline bust with a fully healed and reinforced depot. The zerg would have thought they had a build order win picked up too late, but by just clicking the button at the right time in the baneling bust with the calldown the terran wins.

The pro players trying to play Balance Council didn't want builds to be so campy and defensive, but here we are with terrans fortifying their buildings in case you try to break down the door. I'm sure there are a lot of negative implications with ravagers having to have more biles to destroy a calldown depot, give the terrans more time against cheese also as they fortify it in advance.

Was it decided that terran door technology wasn't good enough, and they need an upgrade to reinforce their door against intruders? Protoss and zerg both don't have door technology, so why do terrans get to upgrade their doors at a whim?

It should be that if you're caught with your pants down against a cheese you just die, so why is this acceptable?

EDIT: What are your thoughts on how this could be abused in late game when there are 10+ orbital commands, and terran are trying to defend a contested base in the late game?

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The original was posted on /r/starcraft by /u/Subject-Tension541 on 2024-10-28 23:00:40+00:00.


All of this talking about the patch update has led me to realize...

StarCraft still has some of the most devoted and awesome fans of any game or genre, period. Even down to the finite numbers and math critiques and other suggestions have really inspired me to start giving WAY more of a damn about the states of gaming again.

A lot of folks who don't understand can see it as simply bitching. It is so much more than that. It is passion. It's about lifelong fans perfecting their game because they care.

Well done!

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The original was posted on /r/starcraft by /u/quasarprintf on 2024-10-29 00:34:51+00:00.


Since it's all the rage nowadays, I've made my own set of changes to propose for the much-maligned disruptor.

Goals: maintain discrete outcomes for each shot, while improving consistency and reducing ability to end the game in one shot. Allow the disruptor to serve as a more reliable source of splash damage instead of purely a zoning unit. Should be a buff at the top level but nerf or neutral at low level.

Changes:

  • Purification Nova cooldown - 30 -> 25 (83.3%)
  • Purification Nova Speed - 4.25 -> 5.5675 (131%)
  • Purification Nova Duration - 3 -> 2.29 (76.3%)
  • Purification Nova Radius - 1.375 -> 0.8 (58.2% radius, 33.9% area)

Exact numbers open to change, this is just a rough draft. Here are some gifs to demonstrate

AOE Comparison:

Old Disruptor vs Fleeing Bio:

New vs Fleeing Bio:

These changes should make the disruptor shots more likely to do attrition damage against a retreating enemy, and makes it harder for the disruptor to be sniped before the shot lands. The nova will still one-shot most units it hits, but can no longer destroy an entire army in one shot. The maximum range is unchanged (if people are worried about no longer being able to outrange tanks, maybe increase move speed another 1% or something)

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The original was posted on /r/starcraft by /u/Rallerbabz on 2024-10-28 17:53:46+00:00.

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The original was posted on /r/starcraft by /u/Locket501 on 2024-10-28 06:10:18+00:00.


They used to get flamed in the comments and everybody hates them because they don’t know how to play their race, now we’re getting what they been saying the whole time because the game is actually imbalanced, especially Protoss players. They were right this whole time.

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The original was posted on /r/starcraft by /u/Snorlax45 on 2024-10-28 17:59:45+00:00.

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The original was posted on /r/starcraft by /u/Sloppy_Donkey on 2024-10-28 15:18:16+00:00.

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