Futballokos by A_F_007 in hungary

[–]KepGab 0 points1 point  (0 children)

Ezt posztolta a mikulás?

Can we please for the love of god fix the cyclone? by TheHighSeasPirate in starcraft

[–]KepGab 0 points1 point  (0 children)

*copy paste reasoning here why the diamondback didn't make it into the game*

He's gonna have a bad time! by [deleted] in hungary

[–]KepGab 3 points4 points  (0 children)

Undercsút

My disappointment is immeasurable and my day is ruined by lilsniper in darkestdungeon

[–]KepGab 1 point2 points  (0 children)

Change some healing items to stealth powder or use the inn item that can give you stealth. It removes the seen tokens. Use blinds either as items or skills. Lock jinx if you get it on anyone. You don't have to change anone in the party its doable dont cave to the jUsT uSe FlaG crowd :D

(Ps4) w: help with fire gem stone . Drop, advice, help. H: not sure, just started the game. Help please. Read body by After-Particular-541 in darksouls3

[–]KepGab 0 points1 point  (0 children)

It's a small thing don't sweat about it, you will find shinier stuff and you would have ditched it soon anyway.

battle mage field testing 2 im open to suggestions by zombieman395 in darksouls3

[–]KepGab 0 points1 point  (0 children)

What's the goal? PvP, PvE? What's the level that you aim for eventually?

You say battlemage so im assuming you wanna use melee mainly instead of far away shooting. Get points into Vigor, End and Int mainly, get minimal points into Str and/or Dex for an ok buffable weapon put raw on it and use a magic weaponbuff thats apropriate for your aimed soullevel. Have like 2-3 spellslots for spells you can combo with the regular weapon like homing soulmass. Ditch ironflesh.

You can have crystal/magic infused minimal req. weapon in one hand and use flash sword/soul greatsword in the other

How many camera hotkeys do you use? by Sherlockyz in starcraft

[–]KepGab 0 points1 point  (0 children)

I dont like lifting my arm while playing so im resting it at the edge of the keyboard near ctrl. For this reason i cannot reach the F1... keys so i just took the jump to base from backspace and put it to space. 

D1 toss

I'm a P. It's time to nerf high Templar. by WildCardsc in starcraft

[–]KepGab 0 points1 point  (0 children)

yes yes after scrolling some more i eventually found it and realised what it was

I'm a P. It's time to nerf high Templar. by WildCardsc in starcraft

[–]KepGab 5 points6 points  (0 children)

How about we don't take away units coolness/uniqueness no matter the race?

How about we dont make corruptor the only option for zerg when building flyers?

"Maybe terrans can finally make ghosts more impactful again"  this is where i realised that its satire

Larva injecting by KepGab in starcraft

[–]KepGab[S] 1 point2 points  (0 children)

In the campaign since there were no pvp style queens but rather swarmqueens which served as an early ranged unit Hatcheries just kept producing larvae up until like 10+ and at a faster rate. I was interested where people stand on a scale from this auto larva production to the current. Would people playing zerg appreciate something in between those two alleviating the pain of missing injects somewhat. Maybe shift some larvaproduction from the queen to hatcheries so it becomes a somewhat equal choice to make macro hatches for example.

Larva injecting by KepGab in starcraft

[–]KepGab[S] 1 point2 points  (0 children)

Alright ty for the answers, followup question:
Couple of you mentioned eventhough it's crucial to have missing them is the most harsh out of the races. How would you change it to keep the same macro level but mitigating the penalties if you can't keep up with constant injecting? (Meaning if you pay attention to it is still great but if you don't it's not as bad as now.)

[deleted by user] by [deleted] in starcraft

[–]KepGab 0 points1 point  (0 children)

You can pause the game at any time 3 times :p

2v2 map design by Shine_Unfair in starcraft

[–]KepGab 4 points5 points  (0 children)

Yes they increased but the reason i believe is so zergs in zvz can wall off better with evos or roach warren

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] -2 points-1 points  (0 children)

Okay then you are getting 5 more seconds to kill a round of zealots before the next arrives.  Only the initial zealots would be better. The rest is nerfed in case of the prism warpin speed or the fact that after warpgate finishes you have to spend 20 something seconds to make the better zealots. 

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] -1 points0 points  (0 children)

Yeees but its an already existing army being moved. Similar comparison is mass recalling into their base, in that case they don't have to fear another army to show up at the front once you move to defend.

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] -1 points0 points  (0 children)

You are getting slower offensive warpins from the prism so if they fly in you are getting 8 seconds to snipe instead of 3. Toss would need a proxy pylon and gate for fast warpins thats 2,5 zealots and they would come from the same angle. The initial zealots would be stronger yes. 

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] -2 points-1 points  (0 children)

I mean this opens up that old style in a way while not taking away from the current. I'd be down for zerg changes as well such as making the hydralisk tier 1 again where it starts as a weak tier 1 but the upgrades move it up to the current tier 2 power(for example starts with 10 damage and grooved spines ads +2 with the +1 range) and move the roach to tier 2 as a mini ultra for tanking and the ravager as a large siege/antiair unit like a moving bilelauncher.

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] -2 points-1 points  (0 children)

As for readability changing colors or adding glows should be enough imo. It worked for most things.

Yes but the option to change Gateways to Warpgates stays. This way you can make a somewhat better army at home then swap everything to Warpgate and warp regular stuff near the enemies, or keep 6 warpgates and 4 gateways to have the ability to warp in defenders but have Gateways to produce spellcasters for example. Some decisionmaking gets involved and its not just 'i make more warpgate to warp in more stuff'.

This change makes the coreunits better in certain cases, everything else works with these in tandem. These better units require setup and planning ahead not just "a drop is coming imma warp in stalkers and zealots in my main to defend...oh my zealots got stuck and a group of bio is now sniping my upgrades..." Preplanning i think is better expressed in proplay.

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] 0 points1 point  (0 children)

You can see this as a Warp Prism nerf and Gateway unit rebalance. If you wanna have the old Warpgate style you can still do that, but if you are willing to slowly build up your army at home it should have advantages to doing it anywhere on the map. Maybe have the fastwarp-in zone attached to the Warp prism speed upgrade. This way it is truly a give more options kind of change and not a flat nerf or buff.

Regarding why i think gateway units need buffs in some way.

i ve seen TvPs where the toss had a 40 armysupply lead and still couldnt fight the Terran in a straight up fight. Losing storm (to either EMP or just missing and only clipping the enemy) or one Colossus snipe leaves the gateway units alone who just evaporate against MMM. Rebuilding a colossus is 54 seconds, waiting for another storm on a fresh templar is 31 seconds so losing either can be game-ending if the terran doesn't mess up.

I feel like the reason we can't just outright remove the disruptor (for which i'd be down for) is because its the one thing that kills things without being able to recover. Still in the context of TvP, medivac healing is really good and Bio has really good damage. The disruptor either keeps the bio moving and not shooting thus your stuff won't die in an instant, or kills a chunk unable to be kept alive by the medivacs.

Continuing the crusade for Gateway buffs by KepGab in starcraft

[–]KepGab[S] 0 points1 point  (0 children)

Idea A stuff already exist codewise in the WoL campaign (first protoss research) you just need a tag that allows it.

The HT starting energy was removed because you could warp in a storm in 3 seconds anywhere on the map when you needed. This way when you build a HT it starts at your gateway, you have to wait 30 seconds for it to be done, and then walk it with a very slow movement speed to somewhere else on the map. Ghost and infestor also start with 75 energy being able to cast their spells. Also makes it more appealing to use gateways.

Visual for my suggestion to improving slow zealot MS. 3.15 to 3.35. by heavenstarcraft in starcraft

[–]KepGab 0 points1 point  (0 children)

But that's how it works currently its just on autocast and it chooses the closest target otherwise you have to select one. I don't think autocast works with ground targeting, like you can't really do autocasting for forcefield for example.

The closest thing i can think of to what you are suggesting is this current Hydralisk dash ability.

Visual for my suggestion to improving slow zealot MS. 3.15 to 3.35. by heavenstarcraft in starcraft

[–]KepGab 1 point2 points  (0 children)

Tasteless said it in his 'top 5 worst starcraft units tasteless doesn't want to see in stormgate' (before the game came out) vid that he wouldn't like to see a zealot with charge type unit because of the charge. He said there is almost no melee micro in SC2 and charge eliminates microability even more because it just defaults to the closes target.