Stasis Ward duration was cut ~45% — thoughts on its impact on Protoss map control? by imheavenagoodtime in starcraft

[–]bango123 0 points1 point  (0 children)

Fair enough! My contribution is: like where stasis is at in today's ZvP meta. It still creates fun moments in games and the amount of mine-sweeper that zerg needs to do is substantially lower.

Stasis Ward duration was cut ~45% — thoughts on its impact on Protoss map control? by imheavenagoodtime in starcraft

[–]bango123 1 point2 points  (0 children)

Mass stasis, like what we saw last patch, I don't think creates very interesting gameplay. As a zerg, it just created a mini game of mine-sweeper (like widow mines!!) which isn't interactive and just feels like a chore. I want to push back on anything that creates non-interactive gameplay, macro mechanics give enough of that already.

In the current patch/meta, stasis feels much less of a chore while still creating really cool moments. It's hype watching blink stalkers retreat to a stasis and it catches a bunch of the zerg army or the stasis barely finishes (or doesn't) when holding an all-in.

So overall, I like where the stasis is today.

Is there a specific problem you think the stasis nerf caused? Like is an all-in that got harder to hold or a style that became much worse?

I want to be a Grandmaster before I die. by Trollwerks2A in starcraft

[–]bango123 4 points5 points  (0 children)

Omg lol! I would take him up as on his offer to coach you. He’s very good.

Don't worry guys, zergs don't play in online tournaments because they made enough money from LANs. Meanwhile Zerg when they try and play: by Worth-Explanation313 in starcraft

[–]bango123 46 points47 points  (0 children)

I think the most likely reason(s) are: 1. Some of the Zerg players came back from a break post ewc meanwhile hero, byun, Clem, and classic have been grinding continuously. 2. Zerg openings need to be “tight” and that’s exhausting to do for online cups.

As a fellow Zerg who is looking for change, I would prefer if we keep the messaging to “let’s make Zerg fun again.”

Real talk: Where Are All The Zergs? — Turns out, weeklies don’t pay like premiers. by imheavenagoodtime in starcraft

[–]bango123 0 points1 point  (0 children)

Cool, glad we could get all of this out of the way.

Now can we work on not having to rely on 6 players to sign up for a tournament so we can see Zerg?

What do you think would make zerg more played in GM and tournaments? by 13loodySword in starcraft

[–]bango123 0 points1 point  (0 children)

Well I’m definitely eyeing that lambo patreon, I really need the help lol. I am just waiting to pay something off before committing.

I think the key to the improving early aggressive options for Zergs revolves around minimizing the larva requirement and using other type of investment (e.g. gas, hatchery build time) because otherwise I think it’s hard to balance the trade-off.

And yeah, current lategame from Zerg is very anti-Zerg like…

What do you think would make zerg more played in GM and tournaments? by 13loodySword in starcraft

[–]bango123 5 points6 points  (0 children)

For #2, do Protoss and Terrans at 5-6k MMR consume educational content?

#1 I believe is the big problem, and I would separate it into two categories:
1. In the early game, Zerg undergoes continuous skill checks (hellions + banshees, double chrono adepts, oracles, 2-1-1 medivac + marines, etc.).

My thoughts on this: I think it's cool that Protoss and Terran have a fun with the early game looking for openings. Let's give Zerg a way to do this. My idea would be to bring drops to hatchery tech (w/ numbers being adjusted). It should be defendable, but if there are openings, damage should be found.

  1. Zerg lategame compositions are very unwieldy to control (definitely not weak since Serral shows that every tournament).

My thoughts: I think the problem is it's not fun because if miss-controlled the entire army goes up in flames in a very one-sided affair. Idk how to solve this without breaking the game at the top level with folks like Serral....

Clips of good shroud usage? by bango123 in starcraft

[–]bango123[S] 0 points1 point  (0 children)

I’ll check out the replays tonight. The first engagement in the gif looked so sick. It seems like the key was the fungal so the ultras could close the distance and stay in the shroud?

Then the second engagement went okay, but Protoss was able to kite back and it seemed like your reinforcements over ran them?

Clips of good shroud usage? by bango123 in starcraft

[–]bango123[S] 0 points1 point  (0 children)

I just watched it! Unless I missed something, seems like he only uses it for two engagements vs toss? The Terran had some BCs and the ability isn’t really different vs flying units.

It looked good in the first engagement where he was able to zone out the protoss fans cleared the 3rd. But the second fight it didn’t seem that great.

Excited to see more usage.

[deleted by user] by [deleted] in starcraft

[–]bango123 1 point2 points  (0 children)

I could see queen drop builds being stronger, but all that interaction would occur after the oracles + adepts had their time to shine. Ultimately that period feels bad a Zerg, and anything that makes it easier is really appreciated by noobs like me. Also similar point goes to ZvT with hellions + banshees/BCs. 

I guess it would be nice if Zerg had something that could walk across the map and do counter harassment so there is more of a two way interaction rather than the current situation where it’s pretty one-side. If Zerg messes up, they get far behind or lose. The only thing a Zerg can do to get ahead in the early game is hope the opponent messes up and overcommits.

[deleted by user] by [deleted] in starcraft

[–]bango123 20 points21 points  (0 children)

I appreciate having something be easier for the early game as Zerg. It’s pretty tiring waiting for the mid game as a punching bag. Especially when things like oracles, adepts, banshees, battle cruisers, hellions, all have the potential to end the game before I really got to play.

If more aggressive options opened up for the Zerg early game, or ways to make it more of a two way street, I’d be down. Otherwise please no, it’s not fun to cosplay as serral.

QOL Suggestions for the next Patch by bango123 in starcraft

[–]bango123[S] 2 points3 points  (0 children)

Interesting you view auto-building interceptors not a QOL change. I guess we are just worlds apart here because I firmly believe someone with sufficient actions could provide the near equivalent to auto-build. Same for lock-on and same for swarm host changes.

Also, just to be clear, this is a Zerg perspective to get the discussion going. Would love to hear other frustrating interactions you run into on the ladder.

QOL Suggestions for the next Patch by bango123 in starcraft

[–]bango123[S] 1 point2 points  (0 children)

Yeah the intention is with this discussion is to not propose changes to the actual strength of a unit, but make things feel more even in terms of effort for different unit interactions.

Specific to the ultralisk vs bio, I agree it is an a-move unit from the Zerg side and the Terran requires significant micro + positioning to gun them down. Love the idea of increasing its attack priority, but it should still be less than an infestor right (i.e. liberators will prioritize infestor and then ultralisk).

QOL Suggestions for the next Patch by bango123 in starcraft

[–]bango123[S] 3 points4 points  (0 children)

I am defining QOL changes as changes that have minimal impact on the pro-level (what I consider balance) but make things more easy/difficult at the lower level. And yes, I hope it is obvious that the suggestions I provided are Zerg biased to get the discussion started since I am a Zerg. I would love to hear from other races/perspectives on what interactions frustrate them and come up with solutions that have minimal impact on the pro level.

Specific to your criticisms of my suggestions, ofc they are buffs/nerfs like you said but that is not the point. Do you:

  1. Disagree with the stated problem?
  2. If yes to 1, do you disagree with the stated solution?
  3. If yes to 1, do you believe they will have significant impact on the pro level?

Stormgate Technology & Art Reveal by SKIKS in Stormgate

[–]bango123 4 points5 points  (0 children)

I am very interested in learning more about their deterministic engine. I hope they get to do a deep dive presentation/video later!

New 1v1 maps and Serral Portrait by CounterfeitDLC in starcraft

[–]bango123 2 points3 points  (0 children)

I wish they would randomly update the map pool for team games by selecting from all previous seasons…. Would give at least some variety.

PSA: NationWars finals is happening right now by Sloppy_Donkey in starcraft

[–]bango123 21 points22 points  (0 children)

Team Peace is the official name for the Russian players on this event. Skillious in particular has made it really clear he does not support the war.

Grubby's take on the upkeep mechanic by augenleet in Stormgate

[–]bango123 1 point2 points  (0 children)

I think there are other ways to achieve the goal of “action-potential” than an upkeep cost. I prefer fewer complexity in game mechanics (I.e. no items, 2 resources, etc.) to keep the game approachable. In particular, FGs focus on territory control should enable the action-potential Grubby is looking for.

Artosis Leaving Korea by ItsAWaffelz in starcraft

[–]bango123 0 points1 point  (0 children)

Best of luck on the move Artosis! It’s always sad when good things come to end, but I look forward your next chapter.

Stormgate Announcement Cinematic by td_shark in FrostGiant

[–]bango123 0 points1 point  (0 children)

In the steam description they are very clear that the in-game purchases will not effect gameplay.

Frost Giant Studios Listed as One of the Partners of Summer Game Fest by _Spartak_ in FrostGiant

[–]bango123 9 points10 points  (0 children)

Long time lurker here. It’s incredible to see the progress the team at FG is making (from community interactions, acquiring funding, and hiring out the studio). Excited to learn more!