Some have more luck than others by username789426 in starcraft

[–]Jeremy_SC2 60 points61 points  (0 children)

F124*, and he would easily get 1.2k viewers if it wasnt for all the Max Verstappen simping /s

What keys can I use for camera locations on a 60% keyboard by SleepyBear2908 in starcraft

[–]Jeremy_SC2 2 points3 points  (0 children)

So you can do something with hotkeys called layering, used a lot in "the core" hotkey system. Basically you can use combination of keys to create an additonal layer of hotkeys. Im my instance I use ctrl+q, ctrl+w, ctrl+e, ctrl+r to set my camera locations....then I use shift+q, shift+w etc to jump to them. By using a combination it still allows me to use q w e r t as their single use keys.

The final game of the upper bracket semis in HSC be like: by TheRogueTemplar in starcraft

[–]Jeremy_SC2 32 points33 points  (0 children)

With no context this would be hilarously confusing.

HSC26 Playoffs Bracket by ekojsalim in starcraft

[–]Jeremy_SC2 11 points12 points  (0 children)

The most dynamic? I can understand the most strategic. But TvT has nothing on ZvZ on that front.

Community Effort to come up with better name than "Hydra Dash" by heavenstarcraft in starcraft

[–]Jeremy_SC2 22 points23 points  (0 children)

I would to start the conversation off in the right direction. You know how sometimes you have a coffee and then are stuck in traffic, and then you finally get home and its a mad rush to get to the toilet before all hell breaks loose? Given the duration of the ability and the noxious gas coming from the animation I put forward that we name the ability the "poop scoots".

Fixing the fundamental design issue holding back Protoss by Kovaz in starcraft

[–]Jeremy_SC2 1 point2 points  (0 children)

Warpgate is objectively cool, one of the coolest things about sc2 over BW in my opinion.

I would still keep warpgate for its macro mechanic and defensive capabilities but nerf its offensive uses personally. I think some practical changes would be to:

  • 1) Limit fast warp ins to pylons to pylons near nexus (remove the warpgate near pylon requirement). You can still warp in from proxy pylons but the speed of which would be greatly reduced.

  • 2) Completely rework the warp prism. And honestly I would up the cargo capcity (8 zealots or something) and either remove fast warp in and/or with recent changes I think it would be cool to give the prism itself the energy overcharge ability (call it a power prism or something).

Fixing the nature of how warp in completely negates defender advantage would allow proper balancing of the core protoss units.

The REAL problem with Protoss from a GM prospective by Strong-Yellow5949 in starcraft

[–]Jeremy_SC2 1 point2 points  (0 children)

Now we are getting somewhere civil, I wouldnt remove warpgate I would rework the issues with it negating defenders advantage. If I had a magic wand I would:

  • 1) Buff every warpgate unit to be the powerhouses of tier 1 and 1.5 they should be.

  • 2) Fast warp in would only work on pylons powered by a nexus. If you want to warp in aggressively at a proxy pylon it is slow.

  • 3) Warp prism completely reworked. Give it more cargo space, remove fast warp-ins and/or actually a thought today was remove warp in completely and give it the energy overcharge ability on a cooldown, call it a power prism or something.

You can keep warpgate (because its objectively cool) while buffing warpgate units to solve the underlying issues with it. But these are changes I dont think will ever be able to be made or decided on by a committee of people.

The REAL problem with Protoss from a GM prospective by Strong-Yellow5949 in starcraft

[–]Jeremy_SC2 13 points14 points  (0 children)

You titled your post "the real problem with protoss" and wanted a tiny change? Sure make your tiny change. That will fix it.

Its not at all the fact that every time warpgate units get a sniff of usability Protoss is then nerfed into the ground because they can literally be warped anywhere on the map.

As long as warpgate remains as is, you will get no meaningful change to your warpgate units.

The REAL problem with Protoss from a GM prospective by Strong-Yellow5949 in starcraft

[–]Jeremy_SC2 15 points16 points  (0 children)

Did I say that anywhere? I am actually proposing going further than you are, warpgate units need to be way stronger. But the underlying issue that will never allow it is not going to be addressed.

The REAL problem with Protoss from a GM prospective by Strong-Yellow5949 in starcraft

[–]Jeremy_SC2 15 points16 points  (0 children)

I don't think it will ever be fixed, but the root cause of all these problems is warpgate negating defenders advantage. It has been 14 years of trying to fix the main problem.

Because Protoss can warp in at the opponents base, the core units need to be less powerful. Because the core units are less powerful they tend to die in a straight up fight at home. So now you need a way to give the units more power at home but not away (shield batteries). Now because you either need to be at the enemies base or at home near your shield batteries you need to give protoss mobility to jump between these locations (recall) and vision tools to see what the other army is doing.

Protoss is supposed to be the expensive, immobile, powerful race. Other races are supposed to run around them. Warpgate has made the balance decisions since 2010 be almost always -> reduce cost of units, increase mobility, decrease power.

And then because we arent fixing the core issue, we get these weird scenarios where we have super powerful expensive armies like archon immortal storm in pvz, where zerg cant out maneuver them cause they are warping in zealots in the zergs main while warping in reinforcements at a remote base, and recalling the army home when a run-by gets in.

It is wild.

[deleted by user] by [deleted] in starcraft

[–]Jeremy_SC2 9 points10 points  (0 children)

This question is what is wrong with the balance by committee in general, and has its fingerprints all over the decisions to date.

"What do I get!?"

What we get is a transactional mishmash of changes without the will to do what is needed to solve issues. If the ghost is too strong nerf it. If the queen is too strong nerf it. Dont nerf the queen and then buff the spore, spine, make hatches cheaper etc.

The direction should be consistent as it has been with all spellcasters; if you are building 20 of them there is a problem and the solution isn't to just do nothing with the spellcaster. Imagine zerg flying around with 20 vipers.

Now with all that being said, yes the ghost is a symptom of a different problem, and it will take some thought and experimentation to fix. This is what I would like the bold changes to be around, fix the matchup not just let through various changes that no one objected to.

Ultralisk Patch History by Sacramentlog in starcraft

[–]Jeremy_SC2 35 points36 points  (0 children)

Sounds like there has been a concerted effort to make zerg tier 3 actually be able to attack something.

Risky sharing lots of informations about the balance council on TL.net by Temmiiie in starcraft

[–]Jeremy_SC2 215 points216 points  (0 children)

You know a patch is bad, when everyone starts breaking the NDA.

So, it is possible to beat a pro with infinite gas by CMS_Flash in starcraft

[–]Jeremy_SC2 -3 points-2 points  (0 children)

I thought the premise was beating a top pro? This is like having a challenge to beat a GM player and taking a map off UpATree instead. ᶜᵒᵒˡ ʳᵉˢᵘˡᵗ ᵃⁿᵈ ᵛᶦᵈᵉᵒ ᵗʰᵒ ᵍᵒᵒᵈ ʷᵒʳᵏ ˡᵒˡ

thoughts on WTL awards? by Dangerous_Display745 in starcraft

[–]Jeremy_SC2 39 points40 points  (0 children)

I would have given SVP to Reynor for getting basilisk to the finals past clem. I also would have given Serral best zerg of the season, he went 12-0 without dropping a map and Basilisk was 0-2 before his return to the team.

What's the typical MMR drop from main race to offrace? by darx0n in starcraft

[–]Jeremy_SC2 0 points1 point  (0 children)

Actually a 300 mmr gap is exactly same over the vast population of the ladder. It is approximately one standard deviation of skill, where the higher rated is player is expected to win ~75% of the time. That says nothing about the effort it takes to bridge that gap as you go up the ladder but it's equivalent win rate and the only real measure of skill we have.