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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/starcraft by /u/DoctorHousesCane on 2024-12-04 04:32:37+00:00.

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The original was posted on /r/starcraft by /u/Roshango on 2024-12-04 01:38:15+00:00.

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The original was posted on /r/starcraft by /u/Roshango on 2024-12-04 00:26:30+00:00.

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The original was posted on /r/starcraft by /u/soarlikeanego on 2024-12-04 00:01:09+00:00.

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The original was posted on /r/starcraft by /u/Arctichydra7 on 2024-12-03 21:13:26+00:00.


I feel like most of the community is focusing on the bugs too much and are ignoring how awful these changes are for Protoss and Zerg.

Ghost Nerf has been ineffective.

PvT never need more than 5 ghost at a time. 5 less marines does not move the needle in that matchup. And it doesn’t address the fact that EMP has no counter play. You can’t dodge it and you can’t feedback the ghost before the high Templar are killed.

ZvT ghost no longer freaking needed. Nerfed Ultras are now kited and gunned down by Marine marauder off creep. The very thing ultras are supposed to deal with now counter them. Never mind the liberators and tanks. The Brood Lord still suck. And has a known bug.

“Turtling nerfs”

Photon overcharge removal and energy overcharge it’s not helping Protoss defend 2 base tank pushes from Terran. The three second buff to stalker Gateway production doesn’t do Jack. Roach Ravager, all in can be rebuffed energy overcharge on oracles. It’s almost like the change was surgical to only buff Terran.

The queen Nerf is not going to stop Zerg from making 7 to 10 queens. They have to make the queen still or just die. None of their units shoot up. They are also the only race who is an early game punching bag in every matchup. They wouldn’t needed mass queen if the first five minutes of every Zerg game wasn’t a worker killing simulator for their opponents.

1 less Armor on planetary fortresses is a token gesture compared to what Protoss and Zerg are dealing with this patch. And doesn’t address the fact that mass repair on planetary fortresses is what makes them so strong.

Nerf repair. Make it cap out at a certain number of SUVs..

Hydra movement speed Nerf, Skye toss changes, and immortal nerf all seem meaningless still.

The immortal chewing through roach ravager was hard on Zerg. Reverting that change and instead buffing hydras off creep to bolster roach armies seems better. The ability to disengage and dodge some storm seems better. Marines and marauders are already far more mobile than hydras. There is room for faster hydras and underfed immortals. Hydra dash is not it.

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The original was posted on /r/starcraft by /u/Outrageous-Laugh1363 on 2024-12-03 19:21:47+00:00.

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The original was posted on /r/starcraft by /u/funnyfingerz on 2024-12-03 19:19:31+00:00.

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The original was posted on /r/starcraft by /u/AnndOoops on 2024-12-03 18:25:12+00:00.

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The original was posted on /r/starcraft by /u/Gemini_19 on 2024-12-03 17:46:26+00:00.

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The original was posted on /r/starcraft by /u/features on 2024-12-03 14:43:09+00:00.

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The original was posted on /r/starcraft by /u/Relevant_Device9042 on 2024-12-03 14:33:46+00:00.

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The original was posted on /r/starcraft by /u/iFeel on 2024-12-03 03:30:14+00:00.


burrowed baneling on any main path is a genuine threat, forcing the Terran to address it, isn't it? Imagine Terran in mid-game with 10 scans lost for 10 banes. Of course, putting them on the very edge of the creep is not a good idea because Terran will scan it just to clear the creep but on his side or where the creep will not be active for a minute or two, why not?

The Basic idea is to be outside of creep and to not detonate banes. Terran doesn't know that you have no intention in not detonating it so he will be forced to scan. The idea is to NOT detonate them, just leave them.

IT IS IMPORTANT to burrow them only when Terran is fighting you and is seeing you burrowing it/them. They will feel happy and smart by scanning your "failed hidden bane mines"

Not only you will force scans, but it should make Terran paranoid and also force scans when there are no banelings because he doesn't know that your strat is to only burrow them when he looks at you (when pros are fighting burrowed banes they almost always spam more turrets and waste a lot of prescans when they think banes might be somewhere because they think that other player is trying to kill their units, which is not the case here)

Terran players think you are trying to hide banes when you burrow them, they do not suspect it's all a ruse.

Another bonus is completely ruining his late-game infestor vision which is now crucial in late TvZ.

You are not babysitting, you are not wasting attention resources/apm because you only do this when fighting with an army that already has banes so it costs you a fraction of a second to make 2 clicks to force 1 scan - without much thinking, looking at the minimap, planning, screen changing etc.

In my opinion, standard burrowed banes work rarely because they require some skill. Pro players know that it is a good strat but also admit that it is hard to execute. It's worth it, that's why Serral did it a few times on this weekend's Homestory Cup for example with great success and Reynor does it when he is in the zone. But still, it takes skill and effort. My idea doesn't require anything, it should in theory guarantee maybe not an immediate win like big and early bane mine hit but significant and steady cuts in Terrans economy and vision.

In contrast to burrowed mines, I think this idea could work on all levels from silver to pro if your opponent doesn't know your bamboozle approach.

TL;DR I wish Artosis would still be active to tell me how stupid I am - Twitch guy sends his regards

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The original was posted on /r/starcraft by /u/Imaico-Auxitus on 2024-12-03 02:30:29+00:00.

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The original was posted on /r/starcraft by /u/DrJay12345 on 2024-12-02 20:30:23+00:00.

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The original was posted on /r/starcraft by /u/monsquesce on 2024-12-02 20:20:53+00:00.


Since Serral spawned, a few other non Koreans have been popping up and doing well in the pro scene. Serral, Reynor, Clem, MaxPax. But despite USA having a significantly larger population and this being an American made game, why hasn't an American risen to the top like our French/Italian/Danish/Finnish brethren?

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The original was posted on /r/starcraft by /u/Nihlathack on 2024-12-02 19:04:47+00:00.

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Terran Buff (old.reddit.com)
submitted 7 months ago by [email protected] to c/[email protected]
 
 
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The original was posted on /r/starcraft by /u/volkprime on 2024-12-02 15:52:23+00:00.


Balance Council: We want to deter camping and defensive play.

Gives supply depot call down a buff that no one asked for...

Remember, if the Terran Council had their way they would have also buffed blue flame hellions and given liberators an area of attack buff. They snuck in a Thor buff even though the Thor is already an incredibly strong unit. The literal world champion had to suggest that ghosts may be too strong for them to consider nerfing the unit, and even then, they made it clear in the patch notes that they were divided on the nerf.

We need some transparency on who makes decisions regarding patch changes to hold people accountable because there is clearly some bias...or just leave the game alone.

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The original was posted on /r/starcraft by /u/Roshango on 2024-12-02 18:09:12+00:00.

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The original was posted on /r/starcraft by /u/frauenarzZzt on 2024-12-02 17:38:17+00:00.

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The original was posted on /r/starcraft by /u/Inside_Run4881 on 2024-12-02 02:45:32+00:00.

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The original was posted on /r/starcraft by /u/BattleWarriorZ5 on 2024-12-02 12:40:55+00:00.


This was not mentioned in the Patch 5.0.14 patch notes and was not mentioned in any of the PTR patch notes.

  • No Mothership range changes in the final published Patch 5.0.14:
  • No Mothership range changes in the last PTR update:
  • No Mothership range changes in the original PTR changes:

Mothership attack range is supposed to be 7:

"Purifier Beam" and "Purifier Dummy Target Fire" are both supposed to have a range of 7. Not 6.5.

Finding and fixing so many bugs related to Patch 5.0.14. I found this one while I was working on fixing the Assimilator(Rich) not being upgraded with Shield upgrades bug.

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The original was posted on /r/starcraft by /u/madumlao on 2024-12-02 07:35:58+00:00.


The hydralisk lunge is a great ability for the game. It makes hydras feel more dynamic. It allows them to catch drops or overly forward medivacs. It gives micro opportunities for offensive players, and repositioning ability for defensive players. In none of the recent games where it appeared did hydras appear overpowered or abusive - it was often underused but it would lead to interesting situations.

Most often the hydralisk lunge only came into play for 3 things:

  • dodging storms / splash
  • retreating after a poke
  • catching vulnerable units without support

all of which make the game more exciting to both watch and play.


I 100% understand why the balance council would be very conservative before putting a new ability in. It takes time to hash these out, and who knows if it turns out to be imbalanced after all. But after having played this a few times and watched a couple tournaments where they are in, it should be obvious now that there is no reason to fear for this ability being imbalanced or broken in any way.

Because of this, I think it absolutely makes sense for the balance council to reconsider the hive tech lock on the lunge ability.

First of all, hydras are already a massively time-locked unit. They are lair tech, and need at least 2 upgrades before you can even start fielding them. Often hydras are just skipped until lurker tech is viable. Lunge being locked behind hive is extremely unfortunate. No other unit requires this many upgrades to see their full potential.

Second, hydras are already an economy-locked unit. It is usually not feasible to play hydras before 3 bases saturation. But often you would want 4 bases to keep up with production. That is already carrier-grade economy. Due to how zerg economy works, the gas requirement is a major issue to producing a lot of hydras. Therefore most Z will be significantly ling heavy as opposed to hydra heavy in hydralisk compositions.

Third, hydras are also a map-control dependent unit. Hydras by themselves do not fare well outside of creep and without the appropriate support. You would typically need to get to a favorable game state before you can even viably deploy hydras offensively.

Because of the above, we often saw hydras deployed very late in the game, after hive would already have been ready anyways. At minimum, the hive tech requirement for lunge is just redundant gatekeeping. But more disappointingly, the dynamic game that lunge would have created is just hard denied by the number of requirements before you can start using hydras. I do not believe this is the intention, and I think the game would be much healthier if hydras were more accessible to be deployed.


What can be done about the above? First of all, council needs to re-evaluate the reasons why hydras are gated so hard. With zerg early game economy suffering after the queen nerf, and many viable offensive options for T it is helpful to revisit if the reasons for gating hydras still hold true in 2024.

Blizzard multiple times split, and then merged, and then split again the hydralisk "muscular augments" upgrade to control how soon hydralisks come into play. In HotS, it is a total of 250/250 and 142 seconds to get both upgrades. In 3.8.0, the fastest hydra patch, there was a single upgrade 150/150 at 71 seconds. The current state, not counting lunge, is in between both: 175/175 and 114 seconds to get both.

The upgrades were basically tweaks to the hydra push timings. There is basically no point to getting hydras until you have at least muscular augments, although you probably need at both. They are not catching drops, they are not repelling edge-of-creep pushes, they are not standing or taking tactical fights without them. They cannot be used in a defensive capacity due to the economic position.

Two points stand out here:

If Zerg is supposed to be moving away from queens as a defensive tool, is there an actual defensible reason why they cannot have hydras available earlier? This includes rethinking the timing or number of hydralisk upgrades needed.

If Balance Council wants to encourage more dynamic, ground-based styles, shouldn't movement tools like lunge be available earlier and with less gating?

Some possibilities to consider. Obviously, I am not saying put all of the below in, but to seriously consider the impact of one or some combination of them for the game.

Remove or recombine some hydra upgrades

Grooved spines which gives +1 range is primarily useful for targetting drops and air support units. Does this need to be a separate upgrade at all?

Muscular augments is primarily useful for moving hydras off creep as offensive tools. But so is lunge. Does Nanomuscular Swell need to be a separate upgrade than Muscular Augments at all?

Rethink the purpose of some upgrades

Muscular augments increases the overall movement speed of hydras both on and off-creep. Did the on-creep speed really need any gating at all? hydra speed is already limited by creep before muscular augments and Z does not currently have mobile mid-game anti-air. why not let hydras have their full creep speed out the gate, and muscular augments only affects off-creep speed?

Just move Lunge to Lair tech

Given the number of gates before hydras are even useful, it is questionable if hive tech needs to be one of them. If lunge is lair tech, some edge-of-creep situations may be more defensible.

Have a weaker lunge out of the gate

Alternatively, lunge might just be a less effective base hydra ability. It might be shorter range, it might have a longer cooldown, it might make the hydralisks pant for a couple seconds after it wears off. Lunge would prevent hydras from being completely useless upon immediate production without giving them their full late game power, if that was the issue being avoided.

The hive tech upgrade therefore, would just used to increase the lunge distance or recovery.


it should of course go without saying that earlier offensive hydras are a bigger problem for protoss than terran. thus do use due diligence and engage with toss pros for feedback

and lastly, the color of lunge looks very much like the trails from microbial shroud. Please do something about the visual representation to increase the readability of the unit.

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The original was posted on /r/starcraft by /u/TheRogueTemplar on 2024-12-02 00:46:43+00:00.

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The original was posted on /r/starcraft by /u/Pelin0re on 2024-12-02 08:43:30+00:00.

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The original was posted on /r/starcraft by /u/idiotlog on 2024-12-02 02:14:01+00:00.


Shitty.

Previous patch ultra was much better...

Remind me why we needed to nerf the ultra? Move speed nerf off creep is very noticeable and makes a pretty big difference. But even worse is the size increase. Now ultras get stuck on each other and terrain like before. It's awful, and feels like a massive nerf. Don't even want to make them anymore vs. T just like before the patches. Guess I'll make brood now. Oh wait? Those have been nerfed into the ground too. Guess lurkers are all we've got left now. Wonder how long that will last until they get nerfed to shit too (they've already had multiple nerfs as well).

Seriously, why did we do this? The push priority doesn't do anything btw, ultras are made with ling bane against terran or with corruptor viper against toss to fight ht/archon.

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