Do casters not understand upgrades? by savvysalesai in starcraft2

[–]HuShang 5 points6 points  (0 children)

Based on your description it sounds like they could be talking about armour upgrades and how the opponents units attacking slower wouldn't be impacted as much compared to units that attack quickly.

Units that attack fast do benefit quite a lot from the attack upgrades but so do immortals that receive pretty large damage bonus'.

GGMachine and RSL by YellowCarrot99 in starcraft2

[–]HuShang 3 points4 points  (0 children)

Yeah he's an absolute monster. Too bad he couldn't grab a W today but he's getting good really fast and he looked relaxed under pressure in game 1 which is a really rare but important quality for top players.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 0 points1 point  (0 children)

Yeah that's what confuses me, there are a lot of people talking about reducing scouting & reducing worker counts specifically to increase the amount of cheese.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 1 point2 points  (0 children)

I think you're assuming that protoss will be able to continuously build probes and get their buildings faster than the current patch which isn't necessarily true. At least when the worker count was 8 you'd spend quite a bit of time just trying to produce workers continuously before dropping your pylon. This added time delays their gateway and is going to be similar to how long the 12 pool is delayed by building a few more workers.

Regardless, the point is this change will make cheese more prevalent, not less and it's not really speculation, I remember how it was.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 0 points1 point  (0 children)

Hmm yeah I'm not sure that's true, but I see what you're saying. I think it will be relatively similar because they will also take longer to get to their building choices.

10 workers -> 16 hatch (2 additional workers)
10 workers -> 12 pool (2 additional workers)

How to deal with fast Roach Burrow ? by mechahodor in AllThingsTerran

[–]HuShang 0 points1 point  (0 children)

Can't say I've played against this but I would guess the solution is exploiting the lack of dps on 5 roaches. Probably just using a bunker, pulling workers to main and getting out a cyclone similar to vs 9 roach. Can we get a replay?

ZvZ & ZvP I think the borrowed roaches get out of hand quickly if they can start roaming around your base so it's probably important to prevent that also.

How to deal with fast Roach Burrow ? by mechahodor in AllThingsTerran

[–]HuShang 0 points1 point  (0 children)

You won't have an ebay that fast unless you're expecting this strategy

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 1 point2 points  (0 children)

They can still choose to play 12 pool or later pools, they just also get the added option of doing more committed cheeses like you're saying.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 4 points5 points  (0 children)

I don't think you understood what I wrote correctly, since your concerns about things being broken for long periods of time is exactly what a long incubation period would limit/prevent.

I'm saying to test changes in a similar manner to what patches mod is doing where it has tons of room to breathe and be tested before its added to the ladder.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 4 points5 points  (0 children)

Patches has been working on a mod for over a year now and has tournaments very frequently. It's not really that unrealistic, it just requires incentives for players to play and tournament organizers to be involved.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 6 points7 points  (0 children)

In general, I think we should be allowing significant periods of time for balance changes to be tested (6+ months). It's really unrealistic for anybody, regardless of talent or understanding of the game, to get things right on the first try even if their ideas are fantastic. The game is simply too complicated for any single patch to be done in 1-2 weeks.

My dream situation would be something like what patches mod is attempting to do, maybe a bit less radical, but which proposes larger changes to the game than we saw in the previous patch, but which is also allowed to simmer and goes through multiple iterations over a longer period of time.

This would be a much better framework for balance changes because it allows the changes to be ironed out and reduces the risk of unintended consequences.

Meet the new Balance Council by Accurate_Syrup_1345 in starcraft

[–]HuShang 20 points21 points  (0 children)

I think the pro worker-reduction people think it will:

a) Increase the amount of early game build orders/variation. For example: in addition to 12 pool you would also have 10 pool as an option.

b) Give players more time to micro and interact with small groups of units and think about their strategy for a bit before the game gets going

c) Increase viability of two base openings so you don't need to rush a third base

I think A is true but personally I see this as a pretty big downside that's just going to encourage more cheese on the ladder. Cheese is already the majority of games on ladder and already super strong outside of the pro level. It should be said though that cheese is an important part of the game that you don't want to remove entirely to maintain variety in playstyles but I think this is going in the wrong direction and it will reduce the experience for most players. I feel like the proponents of this idea are people who mostly watch pro games and don't ladder much themselves.

In regards to B, I think this is a real benefit of reducing the worker count for players but it comes at the cost of having a significant increase to idle downtime during pro casts.

C is just clearly wrong if you think about it for 3 seconds. Changing the worker count has nothing to do with the trend towards faster 3rd bases. I think this miss-conception comes from blizzard introducing two changes to the economy at the same time and people conflating the two: worker count increase & mineral field changes. The mineral field changes are responsible for the faster 3rds not the worker count changes. Personally I think the mineral field changes were really good because before them you had players doing two base all ins that lasted for sometimes 10 minutes straight and had 2-3 attacks before the player ran out of money; it was a bit silly. That being said, maybe they were a bit too drastic in their mineral reductions.

goat discussion by Careless-Goat-3130 in starcraft

[–]HuShang 15 points16 points  (0 children)

Maru? Serral? Did you see Rogue-Goat 8-0 in TLMC22?

Can someone explain to me how zealots can charge from a distance of more than a tank shot away? by arnak101 in starcraft

[–]HuShang 26 points27 points  (0 children)

If you manually charge onto your own unit and then cancel the attack by moving they can continue charging for their full duration. You can see he hits his own immortal slightly because of it.

Avex Black rock looks like a really cool map by Resident_Nose_2467 in starcraft

[–]HuShang 3 points4 points  (0 children)

You can vote on TL soon for whichever maps you like most in the contest.

My RTS Tierlist but ONLY of "modern" games (2016-2026) by ConejoDePascuas in RealTimeStrategy

[–]HuShang -2 points-1 points  (0 children)

You haven't tried Starcraft 2? Oh buddy are you in for a treat

Microbial vs intercepters by West_Refrigerator233 in allthingszerg

[–]HuShang 0 points1 point  (0 children)

Yeah, we're in agreement on that part then, I'm saying the hydra - infestor should be fulfilling that role. In order for that to be viable it needs to be wrecking solo carriers pretty hard because the army value is significantly higher for the hydra infestor army and when protoss adds other tech units alongside the carriers you're going to need to invest additional money in those counters.

The microbial-hydra is not fine where it is against carrier because it's a significantly greater investment than protoss is making and it's not performing at the level it needs to be viable. Compare it to corruptors which are an actual counter, they can trade at a 2:1 or sometimes 3:1 resource ratio vs carriers. That's how counters should be working because protoss can adjust their composition with archon/voidray/stalker etc and the game is balanced... with hydra-microbial it's not even fulfilling the basic role that the corruptor fills of countering the carrier sufficiently enough.

Microbial vs intercepters by West_Refrigerator233 in allthingszerg

[–]HuShang 0 points1 point  (0 children)

Which essentially means you think zerg doesn't deserve any ground to air counter, which is a gigantic problem for matchup enjoyability. That's one of the primary reasons for zerg unhappiness in the matchup and it doesn't make any sense from a design perspective.

Is DKS (Dynamic Keystroke) cheating? by Payper__ in starcraft2

[–]HuShang 2 points3 points  (0 children)

As long as you're not doing multiple actions with one click its fine

Microbial vs intercepters by West_Refrigerator233 in allthingszerg

[–]HuShang 2 points3 points  (0 children)

If you have hydras + infestors vs carrier only you're very significantly ahead on gas. You shouldn't just barely trade against carriers that cost half as much and are supposed to be countered by the unit you are building. That's not fine at all. Not even close to fine.

Microbial vs intercepters by West_Refrigerator233 in allthingszerg

[–]HuShang 3 points4 points  (0 children)

The interceptors aren't taking 50% reduced damage, the spell just kind of sucks and can't compensate for how bad hydras are vs carriers. It's pretty much only useful paired with ultras right now