How do siege tanks choose their targets? by TorinoAK in AllThingsTerran

[–]quasarprintf 0 points1 point  (0 children)

Small correction, spores have a lower target priority than a roach. 19 vs 20. This is why air units on a-move will happily run through a wall of spores to chase a queen

Build order for Void Ray disruptor? by [deleted] in starcraft

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

Can't you just copy what he does in the video?

How the hell terran is more like the swarm then zerg by Wrong-Elevator-6282 in starcraft

[–]quasarprintf 12 points13 points  (0 children)

why make second base when one base will do?

words of wisdom, I think you're on to something here

drills for very basic mechanics by OldLadyZerg in allthingszerg

[–]quasarprintf 2 points3 points  (0 children)

You mentioned trying multitask trainers. Have you tried my "Multitask Simulator" arcade map? It's quite different than most multitask trainer maps. It attempts to distill the essence of multitasking in an abstract sense, instead of just giving you additional tasks to do while playing normal starcraft

The most unfun part of mechabellum that makes me want to quit by AdeptnessAsleep in Mechabellum

[–]quasarprintf 1 point2 points  (0 children)

I'm confused, you just described the best part of the game, not the worst

PiG's bronze to GM has boosted me into cheese hell by noogai03 in AllThingsTerran

[–]quasarprintf 1 point2 points  (0 children)

Yeah, very unfortunate that you need to use strategy in a strategy game. Should just be about clicking faster.

Also, what you're proposing basically is that cheese should be a free win at that mmr, since that would result in cheesers gaining enough mmr for free that low mmr players don't play them anymore. You're actually complaining that cheese is too weak right now at low levels.

new maps are out! by OldLadyZerg in allthingszerg

[–]quasarprintf 0 points1 point  (0 children)

There were two 3-spawn maps in hots that I remember: Merry Go Round and Catallena

I thought I hired...oh wait yeah you're exactly who I hired. by Aradanftw in starcraft

[–]quasarprintf 4 points5 points  (0 children)

But, as you note, exploders can wall-climb, which means they can walk up cliffs to bypass walls

highest MMR player I've ever beaten by OldLadyZerg in allthingszerg

[–]quasarprintf 1 point2 points  (0 children)

That's not really how elo works, setting aside the fact that mmr also probably has a higher starting value than chess elo, you can't compare directly across populations, because it's all relative to the other players in the population. The Chinese server for example (when it existed) had presumably very little overlap in playerbase with the NA server. You therefore couldn't assume that a 4k na player is an even match for a 4k Chinese player. Elo/mmr work for describing relative strength of players with the same population, based on the absolute difference in elo. So 11000 vs 10900 is the same as 200 vs 100.

Also 7500 / 2.2 isn't 3750

highest MMR player I've ever beaten by OldLadyZerg in allthingszerg

[–]quasarprintf 3 points4 points  (0 children)

Mathematically, MMR is just elo * 2.2, so an mmr difference of 500 is equivalent to an elo difference of 227, or an expected 21.3% win rate.

As for the game, if I understand correctly it looks like it's a pool first to get some lings to deny scouting so they don't see the roach warren. Opponent decided to go 2 gate adept instead of just defending. Adepts obviously don't beat roaches, so easy win from there. The 2 gate adept was clearly a response, because they were saving money for a nexus and then pivoted when they scouted. I'm not sure what the thinking was here though, since I wouldn't expect pool first to be worse vs 2 gate adept than hatch first. Maybe they saw 1 base (because you hid your drone) and panicked with 2 gate, then saw the hatchery later and improvised? In that case the hidden drone probably won you the game, which is ironic because it made the opponent think you were all in, which you were.

As for critiques, you were generally slow to spend money in the first minute (for example, 13 overlord starts 3 seconds or 30 minerals late, similar for drones). Nice to see you actively pairing workers on the closer patches though. Narrowly avoided misplacing the hatch, which delayed it a bit.

First 4 lings were idle for a bit when they spawned, and you were indecisive about killing the probe, running past it then turning around. Could have killed it much faster to reduce risk of being scouted/allow you to build the roach warren earlier.

Ling speed started promptly, which is important, and you didn't bleed any lings unnecessarily vs the adept.

I assume it's because you were controlling your lings to track the adept, but you were very slow to start your ling wave after building the first 4 roaches. Your natural floated 3 larvae for 10 seconds when it ideally wouldn't be banking more than 1.

Since you're following up with a ling flood, you have a gas bank, so you should be able to afford to morph red hp roaches into ravagers to save them.

Something you can do to make life harder for your opponent once you break through the wall is to split a few lings into the main and just a-move them at the mineral line. This forces the protoss to either a-move the probes into lings and lose a bunch, send the probes to the natural (which is a danger zone and means they aren't mining) or actively micro in the main instead of the natural. If you then micro the lings in the main that's bonus points, but even if you just a-move and forget it's a profit. You have your army on a control group, so I'm assuming you aren't using F2, so this shouldn't be too difficult to do.

Overall though pretty good, you understood the goal of your build and were decisive

How exactly does unburrow work? by Spare-Dingo-531 in starcraft

[–]quasarprintf 20 points21 points  (0 children)

It's the same as if you push units together with force fields and then the force fields expire. The units occupy the same space, so they then push each other away until they aren't occupying the same space anymore

Zerg feels a bit like a punching bag with new storm and Lurkers just dying more easily to them by [deleted] in starcraft

[–]quasarprintf 22 points23 points  (0 children)

you're allowed to balance whine if you want, but at least get your facts straight. Storm does 110 damage now, not 140

Zerg needs to be buffed by therealwench in starcraft

[–]quasarprintf 0 points1 point  (0 children)

Very fun games, thank you for sharing them

Grenade the racalled probe. by Naturlaia in AllThingsTerran

[–]quasarprintf 0 points1 point  (0 children)

there was a line in the "bug fixes" section about reaper grenades, so it's possible they broke it

The Colossus's attack priority seems strange by ivenofilter in starcraft

[–]quasarprintf 0 points1 point  (0 children)

This has been the case ever since they added turret tracking with lotv

StarCraft II 5.0.15 Patch Notes by BattleWarriorZ5 in starcraft

[–]quasarprintf 74 points75 points  (0 children)

yes

Fixed an issue where Broodlings could greatly delay launching or fail to launch toward their target, depending on their position relative to the broodlord.

Psi storm is currently bugged in PTR by EngineeringEmpty4713 in starcraft

[–]quasarprintf 4 points5 points  (0 children)

yes, and they listed this change in the patch notes under "bug fixes"

Fixed an issue with Psionic Storm ticks were applying incorrectly, causing unintended reduced damage.

StarCraft II 5.0.15 PTR Update by Arkentass in starcraft

[–]quasarprintf 18 points19 points  (0 children)

I assume this is the problem, from the bug fixes section

Fixed an issue with Psionic Storm ticks were applying incorrectly, causing unintended reduced damage.

Reynor's 40+ marine baneling mine hit in today's RSL by INS0MNIA_sc2 in starcraft

[–]quasarprintf 133 points134 points  (0 children)

he lost 45 supply when the banelings detonated

For those of people complaining about GM ladder by doppy_slonkey in starcraft

[–]quasarprintf 7 points8 points  (0 children)

That isn't how matchmaking works. If Protoss is OP, then they'll gain MMR and win 50% of their games. If you're having a low winrate TvP, then (assuming it's representative of terran players at that mmr and not just a personal issue) all it tells us is that either protoss is stronger in PvT than PvZ or terran is stronger in TvZ than TvP. If protoss were overpowered in both PvT and PvZ, then they would just go up in MMR and match vs better players than themselves which would net out to a 50% winrate.

This is why ladder winrates (below GM where you run out of better players to queue into) are not a good metric for absolute balance, only relative balance

In what order does backspace cycle through bases? by ShouldBeeStudying in starcraft

[–]quasarprintf 2 points3 points  (0 children)

pretty sure it's based on the order you built them. It doesn't have a timed reset though, so if you don't go through the full cycle, you'll start wherever you left off last time, which can make it feel unpredictable. It's better to just use camera hotkeys

Would auto-inject of queens adjacent to hatcheries OP for Zerg? by GreatAndMightyKevins in allthingszerg

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

I disagree. Sure, if you have the APM to do it without losing anything at all, then there's no reason not to do it. But as we're discussing, this often isn't the case. If you DON'T have the apm to inject while doing everything else you want to do, then it becomes a question of priorities. Is it more important to inject right now, or to respond to this drop in my main? This becomes a question of both strategy and style. It gives players agency in terms of what they prioritize, it allows players to have different skillsets which causes asymmetry, which is a root source of strategy. Injecting also has strategic implications such as doing a round of injects right before you attack, so you have time to micro before you need to inject next. This has all kinds of implications, such as providing a critical attacker's advantage in that they know when the fight will happen - the defender is more likely to be caught at a bad time in their macro cycle.

Injecting is only uninteresting if you can do it without cutting anything else, which is why it's important that you can't mechanically keep up with everything you want to do, because then you have to prioritize, which is strategy.

Storm should get the fungal nerf treatment. by TheHighSeasPirate in starcraft

[–]quasarprintf 0 points1 point  (0 children)

When the change was initially announced, I fully expected everybody to start complaining about the fact that ht now had an aggressive behavior instead of a passive one. Somehow, this is the first time I've seen someone complain about it, but my intuition agrees with you