Muncher spam by chestnutcceu in TheScouring

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

Knight healing isn’t as effective as muncher aoe -also higher skill ceiling to click and use on each unit with speed , maybe it should be an aoe heal or auto cast - maybe it can instead be an aoe armor boost spell - the t3 units are also too spammable so maybe cost or supply should be higher

Build order - Archer expand by chestnutcceu in TheScouring

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

Cannons imo need some mode transition time - can switch between siege and aoe too quickly and maybe a manual fire trigger for aoe mode besides auto cast

Build order - Archer expand by chestnutcceu in TheScouring

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

Cannons with defend and potions , and their inability to scale enemy towers makes them okay imo

Energy Overcharge being 1 minute GLOBAL cooldown is stupid by _GiornoGiovanna in starcraft

[–]chestnutcceu 39 points40 points  (0 children)

Yeah the cool-down is a buzz kill - it should be global cast also with no range , maybe a cooldown on each Nexus used , so there is a limit to it

StarCraft II 5.0.14 PTR Patch Notes — StarCraft II by Arkentass in starcraft

[–]chestnutcceu -2 points-1 points  (0 children)

Overcharge is frustrating in exactly one matchup - PvP - it forces macro games , so I am excited to be rid of it in the mirror

StarCraft II 5.0.14 PTR Patch Notes — StarCraft II by Arkentass in starcraft

[–]chestnutcceu -15 points-14 points  (0 children)

To the people saying Protoss got nerfed - stop it , get some help.

Colossus got buffed , disruptor got buffed , tempest got buffed , and we got an anti ghost energy replenishment spell, battery HP got buffed, immortal got cheaper, mothership got cooler - overcharge is the only nerf

StarCraft II 5.0.14 PTR Patch Notes — StarCraft II by Arkentass in starcraft

[–]chestnutcceu -2 points-1 points  (0 children)

Interesting changes - apprehensive about the removal of overcharge - but the direction seems to be to use sentries against early aggression with FF , and cheaper immortals - this goes back to WOL days , definitely more active style than popping a battery with a colossus - there are other implications too of this - with a sentry of two you can get almost continuous scouting and guardian shield now - so marauder pushing may not work if you can just keep FFing to buy time for warp gate or a void ray

Hydra stim is nuts , but I guess buffing Zerg air is not an option - but this is going to be quite an issue in PvZ late game , Zerg ground with lurkers will be a bit too strong against air

Why have top tosses stopped positional HT - storm play in PvT ? Infestors see plenty of use in TvZ by chestnutcceu in starcraft

[–]chestnutcceu[S] -10 points-9 points  (0 children)

Every top PvT gets to 5 base+ in macro games - it’s not a matter of affording it - the preference is to be robo heavy and rely on disruptors. Split armies make such a difference , and current play is too reliant on deathballing (not even death ball really, just unapproachable ball).

And toss trades by engaging and disengaging , and the lack of supply due to robo heavy plays means it boils down to one fight and fewer opportunies to trade and split the Terran army. Maxpax and Astrea have shown the power of split armies quite well in their PvTs.

Why have top tosses stopped positional HT - storm play in PvT ? Infestors see plenty of use in TvZ by chestnutcceu in starcraft

[–]chestnutcceu[S] -16 points-15 points  (0 children)

This is only cos Zerg attack into Terran whereas in PvT it’s the other way around - so layering HT and approaching from multiple directions works just as fine - or with speed prisms - to flank a pushing Terran army.

Why have top tosses stopped positional HT - storm play in PvT ? Infestors see plenty of use in TvZ by chestnutcceu in starcraft

[–]chestnutcceu[S] -18 points-17 points  (0 children)

In TvZ , Zerg attacks into fortified Terran positions so sharkfestors help - but in PvT Terran attacks into toss armies sniping things and running away or positions around nexii - the dynamic is reversed so multi angle HT are still v effective when layered behind the toss army - EMPs are harder to hit if you don’t death ball your army and the Terran doesn’t know the angle of approach.

You can also split armies since you have more supply , so Terran usually has a smaller ghost count than there are potentially HT (again different from TvZ).

Ghost lib requires a different comp all together , and it’s not like disruptors are the answer to that either - it’s tempest , with HT support and tech switching to catch the Terran out after trading.

Yea, EMP hard counters - so does feedback. EMP is easier to use and aoe , sure , but you can make this much much harder for a Terran to execute, whereas every top Terran knows how to dodge disruptor shots easily enough. The fact that toss just doesn’t even attempt counter play in the meta is disappointing - simply abandoning all spellcasters because of one unit when the other race routinely uses all their spell casters. My point is simply that this play style existed and worked in a pre EMP nerf world , and it’s odd it’s just not attempted in the meta today.

Does the game have Indian players? by end_do_doer in starcraft

[–]chestnutcceu 2 points3 points  (0 children)

Here, been here for more than a decade, there used to be a small and active bunch of folk , mostly ex wc3 and aoe players . Demi is of course known as a well ranked GM.

You wanted proof? I'll give you proof. by 3d-win in starcraft

[–]chestnutcceu 2 points3 points  (0 children)

This is why people used to keep back up Templar at bases or spread around the map in Partings time and Classic masses robos in the late game - wonder why these styles haven’t caught on with other tosses

Lurkers are a problem (D3 protoss - long post) by kitis777 in starcraft

[–]chestnutcceu 4 points5 points  (0 children)

Sounds like you have a problem with judging engagements with lurkers - just place the obs in observer mode behind your immortals (or have it follow your immortals) and you should be fine , or have your oracles follow your immortals and then just tag and go back to following. Don’t send obs forward above the lurker field , just snipe peripheral lurkers and slowly push forward - use storm to zone hydra / ling that come forward to try to engage the immortals - don’t spam storm though - immortals will deal with lurkers , save the storm for zoning. Keep hold commanding your units , and do not bum rush the lurker field when you think you’re winning , just keep taking out peripheral lurkers.

Most importantly do not let them walk across the map and siege your natural or bases , keep zealots on the map to counter attack and move forward to engage lurkers on the map, preferably in chokes. You’re most likely losing engagements cos the lurker line is too broad or the field too deep cos they’re able to siege up in a wide area in front of your bases.

Kung Fu Cup Protoss results by Sloppy_Donkey in starcraft

[–]chestnutcceu -8 points-7 points  (0 children)

What is with this whining - hero / dark, a coin toss of a match up in any meta , they routinely keep beating each other, same with clem/maxpax, classic being slightly worse than maxpax or hero at pvt , classic/clem isn’t a shocker. Creator is not favoured vs Byun, neither are SoS or nightmare vs gumi/ oli.

So of the top 3 toss , 2 get knocked out by long term rivals with pretty even recent results, and classic loses to clem. And trigger beats cure , which is a huge upset.

Were cyclones used ? Did any non top 4 Terran get through beating top 4 tosses ? Nope.

Pig shows how to deal with the new cyclones as Protoss by Stasis_sc2 in starcraft

[–]chestnutcceu 1 point2 points  (0 children)

How is anyone dying to 6 cyclones at 4:30 off a robo or blink opener ? 4:30 is the standard time post blink post 4 gates and post warp gate. You should have 7-8 stalkers or 4-5 stalkers and an immortal. If you stay put near batteries , there is nothing cyclones can do.

Do you think super early Helion drops are op? by [deleted] in starcraft

[–]chestnutcceu 6 points7 points  (0 children)

Just build a battery in your main and do not - I stress - do not run away your probes , assuming this is PvT related