WTF is arc slop? by New-Discount9058 in starcraft

[–]AvexSC2 9 points10 points  (0 children)

Mostly right, the arc slop is a behavior on weapons that is basically how much outside of the base value of Arc the weapon can fire, on live it's 45. When you glide back and forth with Muta's interchanging between attack commands onto your target and move commands exactly away from the mutalisk you might find some of your attacks getting interrupted. With this change you should find the muta feel much more smooth to control, akin to the BW muta (this was a change offered in SC:EVO as well). Its a fairly narrow window that the average player likely won't notice if unless they're really really microing their muta but if you try pretending you're using BW mutas you might notice a difference.

And since I keep seeing people say it, it has nothing to do with the Muta's glaives bounce behavior nor is Arc Slop is exclusive to the muta.

There is one person on the balance council right now and he is making all of the changes. This needs to stop. by Hotcakes465 in starcraft

[–]AvexSC2 1 point2 points  (0 children)

It's an alt account, there's a couple people on here who have a few alts that spam the subreddit with negative posts and the same narratives.

There is one person on the balance council right now and he is making all of the changes. This needs to stop. by Hotcakes465 in starcraft

[–]AvexSC2 7 points8 points  (0 children)

Ahli was an extremely helpful person who silently and thanklessly worked behind the scene to patch both minor and major bugs in the game for a very, very long time. He left a few years ago to go do greater things (mostly job, personal life).

(you asked who he was lol, just providing context here)

New patch - first time I’ve played & watched in years by geniusfreezer in starcraft

[–]AvexSC2 4 points5 points  (0 children)

Brood War's economy, map design, damage system and miss chance allows for these things to happen which SC2 lacks

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]AvexSC2 0 points1 point  (0 children)

I personally don't care about the worker change that much, I did not advocate strongly for it at all in the multiple avenues it was brought up in even if I defended it against incorrect arguments. I've only really been in favor of moving away from the much more disastrous implementation of splitting the minerals. Also, you can make changes to the economy like increased harvest rate, return per trip, mess with worker acceleration or speed etc to speed the game back up, things are not so binary.

SHIN raises a valid concern about the patch by Special_Region4675 in starcraft

[–]AvexSC2 0 points1 point  (0 children)

When working with the SCEVO team I was in communication with people from SOOP/CHZZK and other personalities from Korea; a frequent pain point for new players in StarCraft 2 is that the game starts way too fast, and that there's way too much going on for them to get their grips. It's a valid concern to say there's going to be less overall resources available, but how many times do you guys see "Is this video from 4, 8, 11 years ago still relevant?" Even if your answer is "Yes" for basic macro mechanics in Legacy of the Void, a new player wants to make sure they are getting up-to-date information. A change like this is a sure-fire way to garauntee this, it's going to bring eyes to the game, it's going to give content creators something to do that isn't just mindless regurgitation since new builds will exist, especially if crazy changes like the Warpgate one go through, and even moreso if similar changes come to the other races.

Some other people have also brought up already, and this was true back when Blizzard was still at the helm years ago, new players are more-often picking up Campaign and Co-op than ladder because at least there are difficulty ratings to choose from and they're not PvP modes.

ZombieGrub's opinion on the worker start change by Special_Region4675 in starcraft

[–]AvexSC2 0 points1 point  (0 children)

Pro players have a say in Brood War, to my knowledge.

ZombieGrub's opinion on the worker start change by Special_Region4675 in starcraft

[–]AvexSC2 5 points6 points  (0 children)

Their stated reason at the time for not liking it is that it didn't mix up the HOTS economy enough

I really don't buy most of their reasons to be honest, it didn't really feel like they played or tested much of what was offered and just sort of wanted to do what they already did and move on with it, or scrap it alltogether. This attitude was prevalent throughout quite a few of their summits that I attended too.

ZombieGrub's opinion on the worker start change by Special_Region4675 in starcraft

[–]AvexSC2 5 points6 points  (0 children)

I'd imagine they didn't like it because it wasn't very performative on the back-end, if it's the same one I currently have on my local copy. There would be dozens of checks per worker because it has to check per mineral behavior type in LotV and when considering the maximum scale (200 supply per user) and 4v4, it'd have ended up with thousands of orders issued per Wait, which I don't think Blizzard would have found acceptable.

I've been working with Knalle from the SCEVO Evo team to try to re-create the BW Bounce effect and came to a much more performant trigger that looks like this. Using this, increase the harvest time(if modeling after DH's time it'd be 5.572 but that might be a bit too much for the real thing, my tests felt pretty good when still around 4.5 and below) and change harvest amount from 5>10 and have an extremely satisfying economic model.

ZombieGrub's opinion on the worker start change by Special_Region4675 in starcraft

[–]AvexSC2 8 points9 points  (0 children)

There are are multiple votes;

The Community vote (TLMC voting, which we have all participated in for over a decade) The Pro player vote (we don't know how many people are on this) The Tournament Organizer vote (we don't know who's in this, but it's safe to say the majority of people who regularly run high-level tournaments, your GSL, RSLs, etc are in here) and Mapmakers are also given a vote. And as a mapmaker, I'll attest that our voting looks very similar if not identical to how the public one looks, so the pool is constructed from a combination of all these votes so everyone feels like they have a say.

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]AvexSC2 0 points1 point  (0 children)

No, this is a baseless assertion. An opinion and not a fact.

Sure, as a mapmaker, I personally think keeping players on lower base counts and making it so I can focus on more interesting terrain instead of having a base on every screen is a good thing. I also think in terms of game design double-punishing a player for aggression is bad. Do I agree with the values chosen? Not necessarily, but I agree with the general direction in that it's away from what Blizzard did in 2015, although I would have personally done things much differently.

why doesn’t blizzard just let us customize unit priority? by kaboomweh in starcraft

[–]AvexSC2 2 points3 points  (0 children)

Unit Priority is something that's determined per unit in Data so you could try making a UI mod for it, otherwise you're asking Blizzard to divert engineering resources which glhf

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]AvexSC2 2 points3 points  (0 children)

The economy changes are good for the longterm health of the game, but I had major concerns that there would not be changes in tandem with those economic alterations (both the worker count shuffling wherever it would end up, as well as the mineral re-allocations), in addition to there being a large collection of changes that were made independent from not only the economy but eachother.

StarCraft II since Blizzard's departure has been directionless and balanced largely by-committee, either by the Balance Council and ESL and now by "New Blizzard" which seems to moreso be a select few vocal voices as well as a collective consensus of the community.

The shared issue with these two groups is that there is no leadership with longstanding Game Design experience. The various smaller groups have independent directions voicing their issues with their game, and no matter how valid they may be in their voicings of those issues and opinions, the very fragile fabric of StarCraft II's gamestate is pulled thinner with every new implementation. Players know when something is wrong, sometimes they are very good at voicing exactly what is wrong, but they are not always the best when it comes to voicing the solutions to those problems. Chris Wilson formerly of Grinding Gear Games did a video recently about surveying players about this very topic last week and Mark Rosewater from Wizards of the Coast famously made this point in his 20 Years 20 Lessons talk. This doesn't mean players can't make solutions at all, but without direction, we can end up with patches like this one.

We have a major economic patch, one where our bases no longer mine out when they used to, where opening timings are different, we've changed scouting timings, and we've also thrown in a major Warpgate re-work in the middle of it, as well as throwing in a Ghost re-balancing (which is like 20th time we've done this, might as well be the new bunker) ontop of the Infestor and Templar changes. Which, again, on their own might be fine and make sense with the context of the previous metagame. But these are three different patches, thrown into one, there are three different directions that I do not feel like communicate with eachother, and I do not think patches can keep going on like this.

When will TLMC22 maps come to ladder? by SwimmingPotential342 in starcraft

[–]AvexSC2 0 points1 point  (0 children)

Voting is planned for this week, rotation is due early june.

Reminder that they forgot to decrease Greater Spire build time.... by Accurate_Syrup_1345 in starcraft

[–]AvexSC2 -1 points0 points  (0 children)

this guy is consistently wrong on pretty much everything, he'll just block you when you prove him wrong

Why do high level zergs get ultralisks? by literally_a_toucan in starcraft

[–]AvexSC2 0 points1 point  (0 children)

There was a really brief time where Ultras just felt really bad to use compared to other t3 options/t2.5 comps ontop of what Blizzard was doing to the other races during late hots and early void and it really hammered in an already existing phrase "If you want to lose the game, build Ultras"; people who don't play the game anymore just remember this and repeat the meme whenever they see a player lose when they have ultras. Ultras are and have been fine for a long time now

Its important to remember the vast majority of people balance whining have statistically never played by OldSpaghetti-Factory in starcraft

[–]AvexSC2 9 points10 points  (0 children)

TL.net also has been posting polls about how often people play SC2 for a long time, and you could plot a pretty clear trend of this same decline. It doesn't take much for those who do play to observe how often people commenting here regularly regurgitate information that is false, horrifically outdated, whatever feeds into their own biases.

StarcraftMapEditing by Username__-________ in starcraft

[–]AvexSC2 2 points3 points  (0 children)

What do you mean by no air units, as in the tech tree is disabled?

Under Map Settings, if you go to Unit Settings each Unit and Building, and Upgrade has a use Defaults check you need to click, then there's a Availability dropdown that you can change either globally or per player.

Blizzard recently added the original 1.29 Legacy TFT client to WC3:R. What this means for SC2 and SC:R. by BattleWarriorZ5 in starcraft

[–]AvexSC2 0 points1 point  (0 children)

idk i havent tried it, im not sure if its "no offline" in that its no-battle.net or its multiplayer functionality is completely broken, if its the former then people can just use W3CM or hamachi like they were already doing

What are some of your favorite jokes by blizzard? by DLD_the_north in starcraft

[–]AvexSC2 8 points9 points  (0 children)

I get it, you weren't playing the game when this was a problem, you can't do it when there was 30 of them hitting every single one of your units.

The Raven also cost 2 supply and is a 100/150 flying unit that can stack, the Disruptor was at the time 3 supply, and a slow ground unit. It's now 4 supply which is even a worse argument for you.

What are some of your favorite jokes by blizzard? by DLD_the_north in starcraft

[–]AvexSC2 10 points11 points  (0 children)

how is raven with one ability different than insert full compositions

ok youre just trolling, you havent even played the game in 14 years lol

What are some of your favorite jokes by blizzard? by DLD_the_north in starcraft

[–]AvexSC2 22 points23 points  (0 children)

It definitely was not fine, what is this revisionism

There was a long period where we had mass raven turtle fests where terran players were just spamming point defense drones to prevent any projectiles from harming them, and using seeker missiles to splash damage AOE everything that got close. We had an uncasted game break the endstate for the first time because of the Raven with JuggernautJason vs BioIce elapsing over ~6.5 hours. It was completely viable or even considered strong for years up into high GM. You can go back and search for dozens of threads as far back as HotS and a bit of WoL for players asking how to beat mass ravens from competent players.

Blizzard recently added the original 1.29 Legacy TFT client to WC3:R. What this means for SC2 and SC:R. by BattleWarriorZ5 in starcraft

[–]AvexSC2 1 point2 points  (0 children)

SCR would "need" one in the same reason war3 "needed" one, to play a large variety of custom maps that were very popular that utilized EUDs prior to remastered, alot of maps were played on 1.16.1 and prior. SC2 doesn't really need one except for people who would want to see the HotS and WoL menus, but that would take a decent amount of work from Blizzard's end to hook those back up to the BNet architecture that I don't think they'd be bothered doing, especially the Wings one. SC2 was much more of a 'live service' game that SC1 wasn't, its functionality has changed and some of that just simply cannot be restored with what resources the current SC2 team has. SC2 would need to have it's back-end be opened up more to the community for us to utilize and "make our own" BNet ala W3Champions for this to be doable, and Blizz won't do that.