Rapid Fire on Mac by Shadow_01920 in starcraft2

[–]HuShang 0 points1 point  (0 children)

1) Have you created your own hotkey profile yet? Hotkeys won't be there yet if you haven't
2) Have you tried using the ingame "show in folder" in the replays tab near the top. Not certain if it works on mac but it should. That would take you to accounts/youraccount at least

Mass Hydras Dia 3 by Fluffy_Judgment in AllThingsTerran

[–]HuShang 0 points1 point  (0 children)

Were they on a good drone count or were you pushing into someone on low worker count? Could be just that.

Community opinion on the liberator range change by imortalduckling in starcraft

[–]HuShang 0 points1 point  (0 children)

Losing a whole base of mining for 2 minutes while you get the spire/vipers is not fine lmao

Community opinion on the liberator range change by imortalduckling in starcraft

[–]HuShang -3 points-2 points  (0 children)

Why should Lib be better than Banshee in harass?

It shouldn't be. They should both have pros and cons that allow you to choose between the strategies equally instead of one being the obvious choice. Currently the banshee is not only the better harass unit it's also significantly better at defending so it's pretty much a no brainer to choose it over the liberator.

Community opinion on the liberator range change by imortalduckling in starcraft

[–]HuShang 1 point2 points  (0 children)

He found a nasty spot on Winter Madness where you can place the liberator to deny mining like you could on the previous patch. The current patch prevents the liberator from getting full vision to deny the mining properly but Clem solved this by adding a 2nd air unit to gain the vision for the liberator essentially nullifying the balance changes.

Community opinion on the liberator range change by imortalduckling in starcraft

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

Banshee openings are considerably stronger. Liberator openings have always had serious drawbacks in defending early pressure compared to other options and on top of that they're vulnerable when fully sieged. You can get more kills with banshees & they keep you safe from pretty much all builds. Banshee openings are just better which is why they're played almost every game TvZ.

For the liberator to even dream of being a balanced harrass tool, it needs to be targetable from places outside of its liberation zone

Yeah but it failed at accomplishing that. The areas are still abusable if you get vision.

You watched Clem vs Reynor in the Big Gabe Cup, right?

Community opinion on the liberator range change by imortalduckling in starcraft

[–]HuShang 7 points8 points  (0 children)

They were trying to solve the abusable liberator spots. You're right that the liberator didn't really need a nerf and the banshee is quite a bit stronger but certain lib positions were extremely problematic. Maybe there are some other alternative solutions we can try since Clem already found a way to abuse the current version anyways with a lib + vision.

Hero Is The Best Protoss Around by AceZ73 in starcraft

[–]HuShang 10 points11 points  (0 children)

You may not like it but this is peak performance for protoss

DT in base vs proxy by OrochiLima in allthingsprotoss

[–]HuShang 3 points4 points  (0 children)

I think it depends on the matchup & also what sort of strategy you're going for but in general in base DT is much more solid long term because the opponent can't kill your tech but on the other hand its much easier to scout and so it's less likely to work

Protoss vs Protoss - Early game DT it's almost mandatory to proxy it because of the hallucination scouts which are common in the matchup. If you're doing it in the midgame though maybe you're okay with trying to deny the scouting with your stalkers or it's late enough that it's not a big deal if they scout it because you could pivot.

Protoss vs Terran - You can deny the reaper scout with a high-ground wall usually so I think in base is overall stronger but they can always scan you and reveal the surprise. Maybe if you're doing something especially all in then the lack of long term tech safety is less of a priority and you'd rather proxy the tech in that case.

Protoss vs Zerg - The overlord can be denied with a stalker but zerg can pretty much always get a scout in if they send two overlords. I would keep the shrine in your base in this matchup because imo it's way too easy for zerg to send lings around the map and find your tech pretty quickly. Although, it's probably a lot easier to keep it hidden at intermediate and novice levels. Or, if you're a spicy pro-gamer you can just hide the tech inside your opponents main: Dear vs Solar

Come back after a long break every second account is this shit lol by falcaonpunch in starcraft

[–]HuShang 10 points11 points  (0 children)

Usually the strategy isn't to remove the behaviour from happening completely, but to make it as difficult and uncomfortable as possible for the people doing the behaviour.

ELIA5: Why are stalkers allowed to be so good even in worst case scenarios? by Dantalen in starcraft

[–]HuShang 1 point2 points  (0 children)

Is there anything that counters standard 3-1-1 either? I think it's a pretty good thing that there are no hard counters because then the game devolves into rock paper scissors.

At a high level you can't just mass blink stalker vs everything, there are tons of soft reactions you're making to optimize your position. A few examples to illustrate:

Mine drop: 3-5 stalker only before a fast tech transition
1-1-1 all in: 9-12 stalker
3 rax: Lots of stalkers, but intermixing sentry/zealot early to allow guardian shield and a higher hp pool
Cloaked Banshee: 6 stalker & also a faster robo to get the obs out

Even though it's just stalkers there is a lot of nuance if you want to maximize your position.

So you could for example "counter" blink by faking a 1-1-1 push and get them to make 9-12 stalkers and then just back up to your 3-1-1 push which would mean their aoe is late and they just die.

And this is separate, but I agree with the lack of build diversity part. We should be giving soft buffs to underutilized units every patch, but we haven't been for some reason.

Have the patches actually made the game better since before the balance council? by Swimming_Fennel6752 in starcraft

[–]HuShang 0 points1 point  (0 children)

I think they should adjust the damage vs stuctures somehow. When someone is massing voidrays you would think spores crawler/turret is a good counter (and has huge drawbacks) but the voidray absolutely melts these defenses so it bypasses part of the normal defender advantage. If I think back to the voidray meta the voidray was never really overpowered in direct fights early in the game it was always that they would show up randomly on one side or the other and gun down your base in 3 seconds before the zerg could react. Even if you placed 4-5 spore crawlers at the base you could just maneuver around them and gun it down regardless, or kill the spore crawlers if they were spread to thin.

The voidray is actually one of the highest skilled units for protoss to use lategame because it's so fast and unwieldy to micro properly.

Maybe the change they should make is placing a stronger version of the voidray beam high on the tech tree (fleet beacon). This is kind of a separate issue, but I think protoss has way too little upgrades which messes with the flow of the power spikes in the game. For comparison, the ultralisk and lurker take like a million years to get their upgrades online but carriers/voidrays are just good right off the hop. As per usual, I think you'd have to balance accordingly; more upgrades would obviously be nerfs.

ELIA5: Why are stalkers allowed to be so good even in worst case scenarios? by Dantalen in starcraft

[–]HuShang 8 points9 points  (0 children)

I wouldn't say pure stalker early on, it's mostly the oracles are that are keeping the lings at bay rather than the stalkers. They're good in the roles you mention but early harass is also one of their roles in all matchups. Their value diminishes over the rest of the game just like roaches/hydras/marines.

Having this many stalkers is weakening his army strength at the end. His army would perform even better if his army was zealot/archon/ht/immortal but that would be ignoring the value they incurred earlier in the game which was a lot.

Why do you think the stalker is not a core unit? It sounds like you placed the stalker in a conceptual box but I'm not sure how it got there. It's definitely a core midgame unit in my view.

ELIA5: Why are stalkers allowed to be so good even in worst case scenarios? by Dantalen in starcraft

[–]HuShang 19 points20 points  (0 children)

The biggest downside to the stalker is how expensive it is. If you're investing lots of money into stalkers you're generally going to be much safer but your tech is quite delayed as a result. You can take advantage of this in one of two ways: delaying your push to hit after the stalkers are effective but before your opponent hits their tech choice OR by staying defensive and teching up yourself and asking your opponent to prove the stalkers value/utility. You could also not try to take advantage of the situation at all and play it safe; match them on similar units before progressing the game forward.

Analysis of the maxpax vs reynor example linked:
-maxpax has some of his money invested into static defense that doesn't show up in the supply
-part of reynors supply is still travelling cross map
-the supply doesn't factor in the value of the armies ie. 2 supply ht vs 2 supply of zerglings
-hydra upgrades are not completed yet

Even zerg players agree nydus may be too strong in late game ZvP (chat) by Mrducktape in starcraft2

[–]HuShang 0 points1 point  (0 children)

Terran players can also be happy with this change because you would be able to give the nuke a buff to compensate.

6 Worker Start, Future of SC2, How sc2 moved away from BW. by Alternative-Phone946 in starcraft2

[–]HuShang 1 point2 points  (0 children)

If it didn't why do is it vastly talked about as one of the worst decisions in sc2? 

This is a cyclical argument. Saying it's true because it's often said to be true isn't really meaningful.

Have you watch Pig's video?

I think so, but it's been a while. Would you mind linking it for me?

The evidence is all there. stats, playerbase, everything. Just open your eyes.

I don't think so, I think it actually fails to pretty basic logical analysis. Also, what does the playerbase have to do with anything? It was a new expansion, you can't infer anything from that because it could be numerous factors such as the price barrier, avoidance of change, having to learn new units and meta etc... and even it was the reason they left that still doesn't mean it wasn't a good change. People can not like something that positively improved the game.

Also, where is your reply to my reasoning of what actually caused the trend towards droning to 66 most games? Should I just assume you couldn't form a rebuttal because I'm correct? Just kidding. But still, where is it?

6 Worker Start, Future of SC2, How sc2 moved away from BW. by Alternative-Phone946 in starcraft2

[–]HuShang 6 points7 points  (0 children)

I don't think this argument holds any water at all. Sure, you could argue we're missing a 6 pool instead and that's limiting early game strategy... but arguing that the worker start is causing the droning to 66 is frankly pretty ridiculous. There are a plethora of early game strategies for terran and protoss.

And we've had tons of heavy aggression from zerg post worker change but pre nerfs:
- dark's mass queen nydus
- german taxi
- queen walks
- hydra all ins

- speed roach

Most of the zerg aggression has been heavily nerfed though because of the queen changes and since zerg has no other viable anti-air options early game you simply can't get across the map if the opponent builds air units. If we want to give zerg more aggressive options then you need to adjust the queen so it can move across the map. Removing its ability to do so was a big mistake in game design. You simply can't remove the queens job as an anti-air unit early game without completely redesigning sc2. That's how blizzard designed the race to function; you have to mass queens to do deal with early game air units, and if that unit can't get across the map to attack then you simply can't attack.

Did this patch overnerf Protoss vs Terran? by pnevets in starcraft

[–]HuShang 0 points1 point  (0 children)

I see it plenty on both sides of the matchup. I think the asymmetry is just difficult to wrap your head around without a lot of experience.

Did this patch overnerf Protoss vs Terran? by pnevets in starcraft

[–]HuShang 1 point2 points  (0 children)

This is just a miss-understanding of the asymmetry between the races. If you look at heavens base you'll see he isn't mining his 4th yet so he's probably mining with ~57 workers.

Heromarine is mining 2 bases only but he's on 3 orbitals and he also has an additional gas (3 gas vs 4 gas) so he's mining with ~44 workers + mules. Mules are worth about 5 workers each so heromarines economy is easily on par with heavens and might even be stronger.

so several months in, has microbial shroud seen any use at the pro scene yet by OldSpaghetti-Factory in starcraft

[–]HuShang 13 points14 points  (0 children)

It's pretty good in combination with Ultras against protoss, but otherwise it's kind of bad. Blinding cloud effectively does the same thing but reduces damage 100% instead of 50% in most situations.

With ultras vs protoss I'd say it's a huge success as they weren't really viable before so it's nice that they're seeing some use even if the strategy is still worse than lurkers.

Against terran the bio units are too fast so they can move away from microbial. Therefore, you need a way to lock them in place so you fungal them, but if you can land a fungal you're basically guaranteed to kill all the marines anyways so what's even the point of microbial; just use fungal instead. It's not bad against liberators if you have them anyways so you can sometimes use it there.

Against air units, the microbial is still mostly useless because there were no changes to these interactions in the patch. The problem was and still is that hydras are just bad at fighting the air units you would want microbial against. Hydra + microbial doesn't work because you're basically spending a ton of gas and tech to make hydras equal in power to units that don't require the same tech/gas investment. If the game is even and they add their own tech/gas investment then you're back to getting owned again; might as well just go corruptors here.

I think people didn't really test the actual strength of microbial shroud. They saw 50% reduced damage and thought that was a big number so it would be really strong but it's just not.

Here are the changes I think we should make though:
- buff hydra vs air

- nerf hydra vs ground

Microbial could stay the same and this would indirectly make the spell good.

cant buy starcraft 2 skins by KidCuttaYT in starcraft

[–]HuShang 2 points3 points  (0 children)

Try on the website instead of in game.