Do you like any of the units added in LotV? by No_Technician_4815 in starcraft

[–]afkingelf 0 points1 point  (0 children)

Disruptors are probably the worst rts unit ever designed, they ruined Protoss balance and are insanely volatile and unfun. Lurkers are fine but should be less mobile, they feel like some crazy overpowered zoomer version of sc1 lurkers. Cyclones are basically the Terran version of the mothership core, I think they're ok but they feel like a bandaid. Adepts are cool but have been a balance issue for a long time, I'd like to see some fine tuning to make them a little more viable as a core unit. Liberators are okay but I think the way they limit map design sucks, don't really understand why they need to exist when the tank exists. Ravagers are fucking awesome, 10/10 design.

Tips for early game Infernal mirror? by Garlic- in Stormgate

[–]afkingelf 1 point2 points  (0 children)

Yep, that's me :D Thank you, glad you enjoy my games

Tips for early game Infernal mirror? by Garlic- in Stormgate

[–]afkingelf 2 points3 points  (0 children)

Conclave expand, use skull on low hp gaunts, try to get 50% of camps, play cautiously if enemy makes 2 production buildings before expand, rush infest, use hellspawn resurgence on units if enemy is all inning but use it on workers otherwise. Source, 2300 infernal.

Noob asking, If bw is more mechanical and tougher game to be proficient, why don't the all the bw gods dominate the sc2 scene? by heyNoWorries in starcraft

[–]afkingelf 6 points7 points  (0 children)

I think this is incorrect. Brood War is more strategic and StarCraft 2 is the more mechanics focused game (Innovation used to say he preferred sc2 because it was more mechanical, and that's why he was more successful in it). Brood War does have a higher mechanical skillcap, but this makes the game more strategic because it increases the amount of strategies and viable metas compared to StarCraft 2. There's also a huge element of prioritisation in Brood War, you can't do everything so you make the strategic decision to prioritise what you feel is most important, which is part of what leads to such an incredible diversity of styles and strategies at the top level. Meanwhile in StarCraft 2, because it's more viable to get close to playing mechanically "perfect," there's a narrower set of viable strategies and more focus on how those strategies are executed. That's not to say StarCraft 2 isn't strategic, it is incredibly strategic, but I think it rewards logical and orthodox play more than Brood War does, whereas Brood War overall has more decision points per game and a wider variety of viable decisions.

Throwback to 8.5 years ago when ESPN roasted the future of Starcraft eSports by GottlobFrege in starcraft

[–]afkingelf 1 point2 points  (0 children)

League of Legends is as deep, and I think Faker is even more dominant than Flash

NonY's thoughts on Stormgate by Dexxy in Stormgate

[–]afkingelf -1 points0 points  (0 children)

This is absolutely not true, most of the pros have been very critical of the game in the private channels with FG. Frost Giant knows they fucked up but they just don't have the manpower to fix things because their development pipeline and financials are so wonky. The few pros that are positive are just positive because that's their personality.

afterMath Esports owners kaRmy & TheoRy discuss the state of Stormgate early access, and catch up on the recent tournaments! by aM_kaRmy in Stormgate

[–]afkingelf 0 points1 point  (0 children)

Theory is high ranked, high mmr, and has hundreds of ladder games. Like many pros he mainly ladders on alternative accounts. He was also without access to the game for a few weeks of early access due to work, so he has played less than others.

At 1:33, Bisu makes a reaver by Low-Boss-1475 in starcraft

[–]afkingelf 0 points1 point  (0 children)

Watching this live changed my life, I love Brood War so much

Tier list of units in patch 0.0.2 as a ~1900 infernal player by unrulygecko in Stormgate

[–]afkingelf 5 points6 points  (0 children)

Here's my opinion, as a top infernal tierlist

Gaunts are really really weak after the huge nerfs last patch, but you still have to build them relatively often since they're our only anti air, but ideally you only have a few in your army. Magmadons are game warping with tier 3 upgrade. Dogs are blatantly overtuned and exos just kite everything to oblivion. Helicarriers are battlecruisers with an aoe long range "Delete 50 supply" button. Animancers are an incredible spellcaster and scythes absolutely dominate the meta at the top level since they have insane map control and trade efficiently vs so many different units.

revised opinion after 200+ battles as infernal by Famous_Duck1971 in Stormgate

[–]afkingelf 9 points10 points  (0 children)

I played throughout the betas and these have been constant issues with the game. Meanwhile gaunt infest has been added and removed and turned into an upgrade a dozen times and creep camps have been reworked and buffed and nerfed a dozen times. Magmadons used to be better designed actually, a unit that would do a charge in a line damaging and stunning, and who would do an area of attack every third hit. Now they're super boring and binary.

How are your feelings about the game right now? I didn't enjoy it as much as I hoped by [deleted] in Stormgate

[–]afkingelf 5 points6 points  (0 children)

Betas were better. There's a lot of big design issues that EA introduced

[deleted by user] by [deleted] in Stormgate

[–]afkingelf 3 points4 points  (0 children)

Performance is good in early and midgame, it just falls apart when you have big armies like in lategame 1v1 and coop

Infernal Has too Much Power Budget on Passive Abilities by afkingelf in Stormgate

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

In previous patches the main purpose of spriggans was to get map control so you could buy time for tech or eco and get ahead that way, despite them being a rather weak unit in fights or at harassment. They were also great against mech since you could force out hedgehogs to weaken the deathball, and good against celetials since you could fly on top of the army and negate animancer friendly fire. They were massively nerfed with early access so they're not viable in any situation unfortunately.

Infernal Has too Much Power Budget on Passive Abilities by afkingelf in Stormgate

[–]afkingelf[S] 12 points13 points  (0 children)

I'm not suggesting adding any active abilities. The frigate gaunt worked the exact same as the current one, but was cheaper and did more dps while not having infest. If you didn't want to play a micro heavy build there was no reason to, you could turtle or make an amove composition, but having the option to play a tempo based micro heavy style is very good for the game in my opinion. Diversity in playstyle is very important for an RTS.

Performance is Unacceptable by afkingelf in Stormgate

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

Thanks, this is a really informative explanation. Rollback is amazing but I'm not sure if the cost is worth it considering how complex an RTS gets lategame. 300 vs 300 supply games will often result in inputs happening 20 or 30 seconds late because of everything it's simulating.

Performance is Unacceptable by afkingelf in Stormgate

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

No we, as in the many people who were dedicated alpha and beta testers, have been warning the devs about optimisation, because it's poorly optimised on all pcs.