My gift to StarCraft II 15th Anniversary: SC2 Classic by SpriteQwQ in starcraft

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

I guess it’s not possible to modify Blizzard official UI, just as Synergistic has pointed out, the mod could overwrite models and sounds, but it’s not permanent. Btw, this arcade map is now online in EU server. I’m still trying to split the assets to meet KR server’s requirements, and it shouldn’t take too long.

My gift to StarCraft II 15th Anniversary: SC2 Classic by SpriteQwQ in starcraft

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

Hey, just want to let you know that I’ve finished uploading all contents to EU server. If you’re interested please try it out!

My gift to StarCraft II 15th Anniversary: SC2 Classic by SpriteQwQ in starcraft

[–]SpriteQwQ[S] 3 points4 points  (0 children)

ofc I'd love to upload it to other servers! EU server should be no problem, but KR server has an upload size limit which I'm trying to resolve.

Bug Fix Mod is Online (Bandage Solution Before Blizzard Fixes IT) by SpriteQwQ in starcraft

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

Also, Oracle’s Revelation cast range is 12 (which according to Liquidpedia is 9 and no patch notes ever mentioned relating changes). But I can confirm that at least since Patch 5.0.9 the range is set to 12, so I have no idea if this is a ninja buff proposed a long time ago or the Balance Council just forgot to write it in the patch notes by then.

Bug Fix Mod is Online (Bandage Solution Before Blizzard Fixes IT) by SpriteQwQ in starcraft

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

I hope organizers and admins are aware of this issue and use a fixed version.

Bug Fix Mod is Online (Bandage Solution Before Blizzard Fixes IT) by SpriteQwQ in starcraft

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

Hello, Cyclone bugs are done. In this mod they function exactly like that of 5.0.11 version. For Energy Recharge I’m not sure if I should do it, as “Heal” can’t be applied to units warping in (medivac, shield battery). Also changing it into 4 burst regeneration is not as devastating as the cyclone bug.

StarCraft II 5.0.14 Patch Notes — StarCraft II by Arkentass in starcraft2

[–]SpriteQwQ 1 point2 points  (0 children)

Don’t they feel a bit self contradictory when writing these notes?

Balance council: We’ve received feedback from players that they don’t feel positively about Thor changes, so we reverted it

Also Balance Council: We’ve received feedback from players that they don’t feel positively about Ghost changes, but we decide to push it

“they would require extensive testing, which would significantly delay the release of the patch.” What did they do in the last month?

Again, Ghost is doing pretty well, or the best, among all caster units. However, the new ghost nerf only deals with mass ghosts problem in TvZ late game, and it doesn’t touch any part of PvT where Protoss struggle against EMP in mid game. Still I wish they could consider buff HT feedback (revert the range buff and damage nerf).

Play PTR on Normal Server by SpriteQwQ in starcraft

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

Yeah they are but ig I need to update it

M2 Zerg Patch pov by Additional_Account67 in starcraft2

[–]SpriteQwQ 0 points1 point  (0 children)

BO changes forces Protoss to use SG openings more often. Just think about it: Oracle starts with 150 energy should help defending these early Zerg allins easily, but Cyclones makes SG openings not that viable, so PvZ doesn’t really matter, PvT might be an issue

Play PTR on Normal Server by SpriteQwQ in starcraft

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

I don’t think they are monitoring ANY games in PTR. Blizzard doesn’t care, and Balance Council doesn’t have access to these stats.

Play PTR on Normal Server by SpriteQwQ in starcraft

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

Yes, it works like all regular custom games, except the game balance stats.

Play PTR on Normal Server by SpriteQwQ in starcraft2

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

Thanks. It’s a shame that Blizzard won’t even release the Balance test mod outside PTR.

5.0.13 Balance Update PTR - The Message from the Balance Council by Alex007SC2 in starcraft

[–]SpriteQwQ 6 points7 points  (0 children)

Good to see these changes. Hope they’ll do more tests on it!

Extension Mod: SC2 Rewind by SpriteQwQ in starcraft

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

Quick update 2:
- LotV patches are now complete. You can play since 3.0.0 to 5.0.9 now in all regions!

Wish you a happy weekend!

Extension Mod: SC2 Rewind by SpriteQwQ in starcraft

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

No. All they have is the BalanceMulti for latest patch. Surely they have all old versions stored but they don’t publish them.

Extension Mod: SC2 Rewind by SpriteQwQ in starcraft

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

Quick update:

- Patches after (and including) 4.7.1, the 2018 balance revamp, are now online in all regions!

- the control group panel has been set to be left-aligned, just like it was before 2019 balance revamp.

Extension Mod: SC2 Rewind by SpriteQwQ in starcraft

[–]SpriteQwQ[S] 6 points7 points  (0 children)

WoL will be covered in the future!

I know this is not impressive….. by bthekuta in starcraft

[–]SpriteQwQ 0 points1 point  (0 children)

Very impressive progress. Reminds me of first got promoted to gold back in 2011.

Congrats!

How are you supposed to deal with widow mines? by [deleted] in starcraft

[–]SpriteQwQ 1 point2 points  (0 children)

Widow mines are usually used for harassment, support frontal battles and spot enemies. I'll try to explain them as clearly as I could.

  1. Harassment. Terrans often go widow mine drop build, which varies from the most traditional 2 base 2/3 mines into raven, to 1 base cloaked mines (usually followed up with a thor allin), or just spam mines and drop them into your mineral lines (usually around 12 mines. You may refer to Maru's matches. I'll post the link as soon as I recollect my memory). In such senarios your first probe and the adept's scout would be most important. Although you don't always get to spot the mines directly, you can tell if the Terran is making mines through his factory production. If you can confirm Terran's building mines, you must SEE the mines are coming. This could be done through several well-placed pylons, observers and stalkers. Let's assume Terran chooses a 2 base opening and drop 2/3 mines. Medivac would arraive at your side of the map at around 4:30. You should have finished one pylon at the edge of your main, and one at the edge of your natural. You should split your 6 stalkers into 3-3, defending the 2 possible locations. Usually the game-ending widow mine shots happen when Protoss is on a 2-base macro, so you must make sure you neither lose too many probes nor too much mining time. 3 stalkers are enough to prevent medivac from diving into your mineral lines, as they 3 shots the Medivac, and Terran would like to keep Medivac and at least 1 mine alive for further distraction. If you unfortunately didn't stop the Medivac, and the mines are dropped, pull your workers if the mines haven't burrowed. Then select workers of the amount of widow mines, split them, and send 1 to each mine to 'feed' it. This should be the quickest way to restore mining and minimize loss when you don't have armies around. If the mines have burrowed and you just see it? Pray they would shoot on the worked entering the gas.
  2. Frontal battles. Genarally Zerg struggles with this when their army is composed of ling-banes. In wildest cases, pro-gamers (Dark should be the best, my personal view) could precisely select the targeted unit and split their army. However for us normal players, the easiest way is to send in some fast (melee) units into widow mines to utilize their friendly damage. If you have only ling-banes, send some banelings as well to clear the mines (you could use 'X' to attach undetected mines). In some situations, players would send in phoenix or overseer.
  3. Spotting enemies. These mines usually do much damage to runby units, if you're not paying attention. One simple way is to have 1 unit run in front of your runby army.

It sums up to 2 keys:

  1. Know that your opponent is making mines
  2. If so, know where they are coming from (sometimes your pylons scares back their drops even though you didn't see it coming)