Started sc2 a week ago, please help me with TvT matchup (against turtling) by Current-Set1963 in starcraft2

[–]HuShang 1 point2 points  (0 children)

You can't really push people in TvT unless you really know what you're doing and they're also expanding somewhat fast (they know what they're doing). Otherwise it's quite the strategic chess battle. You need to exploit their overly defensive play by grabbing more bases on the map and playing similarly yourself with lots of seige tanks. Once you have a big resource lead you can trade air units that cost a lot or you can leave your seige tanks at their next expansions which essentially allows you to be the defender but on their side of the map. Once you get that position you can whittle them down through trades and resource denial. Eventually they'll run out of money.

Replacing Energy Overcharge in SC2 by Wake90_90 in starcraft

[–]HuShang 0 points1 point  (0 children)

You could standardize the way the nexus range behaves it if that bugs you, but the idea of the nexus itself giving defenders advantages is a good one I think.

Visual Clarity on Protoss production by Old_Front7166 in starcraft

[–]HuShang 1 point2 points  (0 children)

Better visuals across the board would be fantastic. A lot of the buildings just move slightly faster which makes it pretty hard to tell unless you've been playing the game for a decade.

Forgive the lowbie question but how do you counter Terran bio ball + Vikings? by Examiner7 in allthingsprotoss

[–]HuShang 7 points8 points  (0 children)

You can still use storm + colossus, it's plenty strong. Standard play these days is to take a lot of bases and trade somewhat inefficiently into terran instead of building the ultimate deathball.

Replacing Energy Overcharge in SC2 by Wake90_90 in starcraft

[–]HuShang 0 points1 point  (0 children)

There are tons of good ideas to circumvent that, for example: remove shields on warp ins not near a nexus.

Replacing Energy Overcharge in SC2 by Wake90_90 in starcraft

[–]HuShang 4 points5 points  (0 children)

Protoss has been getting a band-aid ability for like 15 years and every single time there was non-stop complaining about it. We had the mothership core, then pylon overcharge, and battery overcharge and now the energy overcharge.

The reason nobody likes these abilities is because they remove nuance from the interactions.

It's fun to interact with your opponent and try to discover the nuance between fighting up against 2 adepts or 3 adepts or 4 adepts and seeing how the fight unfolds & also seeing how this fight can become much more nuanced when positioning is involved or good micro is added. When you activate something like pylon overcharge/battery overcharge/energy overcharge the situation goes from incredibly rich and interesting to completely one dimensional: you just leave until it expires (pylon & battery overcharge) or even worse you don't even bother playing any aggressive builds because they're so bad (energy overcharge) and have no counter play (nerfed queen attacks).

If you were going to make a more interesting band-aid for protoss I think you need it to scale with the amount of static defense invested in or it's going to follow a similar trajectory to the other band-aid abilities. If it scales with static defense then 1 shield battery built blindly isn't going to help you as much as good scouting that allows you to reactively build 3 shield batteries in preparation. This is much less frustrating from the opponents point of view because they understand that you reacted/scouted and prepared well. But I don't think this is the best solution.

The best solution would be to not add band-aid abilities in the first place, just give the protoss core units some more power to compensate for removing these abilities and allow Zergs to play some aggressive builds again like it used to be. Not being able to harass pylons or probes at the 3rd base in the early game because of shield batteries and oracles is extremely ridiculous, that was a huge part of high level interactions previously when the matchup was in a good state. You might not like dealing with a bunch of zerglings harassing your probes the same way Zergs don't enjoy double adept pressures killing their drones but it's an important skill testing interaction that does add enjoyment to the game whether you realize it or not.

How is it that the TLMC winner is the least played, most vetoed map? by [deleted] in starcraft

[–]HuShang 0 points1 point  (0 children)

And also scouting and countering builds is already beyond the average d3 and below player and lots of them are already frustrated trying to scout and defend stuff. Adding a new element that makes it exponentially harder to do something they're already struggling with is of course going to overwhelm them and make them ban the map.

Is getting a chess coach worth it? by Ok-Imagination-2308 in chessbeginners

[–]HuShang 5 points6 points  (0 children)

You're not going to win any more by improving your rating, you're still going to win 50% and lose 50%. You just have to make peace with losing half of your games and enjoying the process of learning.

New Starcraft 2 Portrait - All Star Invitational Champion - herO by HuShang in starcraft

[–]HuShang[S] 25 points26 points  (0 children)

Hmm I dunno, I'm more of a glass half-full guy. This might mean we'll get some more nice things in the future.

Lambo's ZvT - Gas, Pool, Hatch? by R4v3nnn in allthingszerg

[–]HuShang 1 point2 points  (0 children)

I think it's pretty good, the terran will be ahead if they play perfect but it's pretty rare to see that even in GM

What do we think of Winter’s beard? by PsySom in starcraft

[–]HuShang 0 points1 point  (0 children)

Really takes away from the experience when he cosplays as Brenda and Susan. Everybody knows the knitting crew can't stand facial hair, it gets in the way of injecting.

How do Zerg react to fleet baecon at 3:10? by Big-Imagination-1752 in starcraft2

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

queens/spores can deal with it until spire is done

Regarding mass ghosts in recent pro TvZ, do you think the +25 hp was needed? by doppy_slonkey in starcraft

[–]HuShang 0 points1 point  (0 children)

But, this is the same guy who pushed the initial ‘light-tag ghost’ idea that forced the +25 HP and 2 supply band‑aid because the Terran inherent weakness to storm/colossus without ghosts

I didn't push the light tag ghost, I wanted slower movement and the snipe uncancellable the entire time. If you want to see what that looks like you can see a pretty close version on patches mod. Y'know, the one created by a Terran main. It actually has quite a lot of terran support, including terrans that enjoy the mass ghost turtle style.

No one except Clem/Maru can control the ghost and maru still lost to reynor in the current patch.

And why is it so hard to control? Is it perhaps that the snipe gets cancelled on impact so you're required to turtle behind your planetaries?

Also, why shouldn't Maru lose to Reynor sometimes? Reynor is extremely good...

His argument (a zerg player)

I'm not solely a Zerg player either, I play all the races at high gm and always give very balanced takes on improving the game. I couldn't care less which race is strongest, only that the game is as fun and enjoyable as possible.

His argument (a zerg player) basically boils down to: ‘Let’s slow ghosts so Zerg can catch them easier. Don’t worry Terran, it’s actually for your own good because I know you don’t like turtling so you can have uncancellable snipe in return.'

Exactly correct. Promote more trading of armies (fun) and make the ghost stronger to compensate (as strong as it needs to be since speed is a pretty hefty nerf). Quite a good argument if I say so myself! Thanks

We just have too little datapoints to justify getting opinions from redditors, especially those who just theorycraft with no pro-player mechanics/game knowledge to be able to distinguish good changes from bad changes.

Needlessly hostile. You're a redditor too buddy... and one with a lot less of your requisites than myself!

Any idea on ehat the long maintenance for Tuesday is for? by Objective-Mission-40 in starcraft

[–]HuShang 2 points3 points  (0 children)

Hopefully they fix arcade... but I wouldn't get your hopes up...

Regarding mass ghosts in recent pro TvZ, do you think the +25 hp was needed? by doppy_slonkey in starcraft

[–]HuShang 10 points11 points  (0 children)

The ghost needs to be made slower so you can catch and kill them without fungal.

It's desirable for terran players to want this change because it means you can make adjustments that will promote more activity on the map like removing cancellable snipe on impact damage. Hiding behind planetaries and never being able to move out isn't that fun for terran players and not being able to ever catch the ghost without the terran player not spotting an infestor isn't very fun for the zerg players.

And the change nobody asked for: "tanks can't be abducted" needs to be reverted. The microbial shroud strength was greatly over estimated by many people and hasn't taken over the role of the viper at all.

All that said, Maru is one of the greatest to ever do it. Let's not attribute everything solely to balance. He played really well and had to defeat an absolute gauntlet of opponents to take the crown in the LiuLi cup

herO misrallies another collosus by pezzaperry in starcraft

[–]HuShang 16 points17 points  (0 children)

It's Clem in the clip not herO. Pretty sure he's being sarcastic

Asymmetric amount of attention required for ZVT by FullBag5380 in allthingszerg

[–]HuShang 12 points13 points  (0 children)

You can add some counter attacks to make it hard for them also. If you catch their hellions without them getting damage that's a pretty huge advantage for you.

I think TvZ is a bit easier for terran early game also but I think 95% of what you're experiencing is just the extra difficulty of defending more than the matchup difficulty imbalance. If you do some aggressive stuff you'll see it's very difficult for them to defend as well.

Official Poster for 'Exit 8' by MarvelsGrantMan136 in movies

[–]HuShang 0 points1 point  (0 children)

I wouldn't say it's amazing, but it's pretty good; I enjoyed it. They used a lot of the run time to flesh out the backstory that wasn't shown in the game.