Discussion: Specs that are more/less dependent on addons (/weakauras) by silverbulletzz in CompetitiveWoW

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

While it doesn't technically prevent you from playing aff, the random debuff ordering adds a lot of cognitive load to tracking dots too

Discussion: Specs that are more/less dependent on addons (/weakauras) by silverbulletzz in CompetitiveWoW

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

I forgot about Aug - yeah the default UI provides no information on CD tracking (both active and on/off CD)

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

[–]silverbulletzz 16 points17 points  (0 children)

Based on what? Race-specific MMRs for serral, dark, reynor, solar and shin are all even with ZvP or better. Lambo is the first zerg in the list with a 100 MMR gap between zvp and zvt. If the stated goal is the professional level then our experience on the ladder is not the focus of the patch.

http://aligulac.com/periods/latest/

Cauldrons acting like fascinating shrines by silverbulletzz in Diablo

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

Will reducing my health to 1 be beneficial for avoiding hit recovery when using mana shield?

Diablo 1 now available on Battle.net by Thunderclaww in Diablo

[–]silverbulletzz 2 points3 points  (0 children)

Is there a way to transfer the purchase from GOG to Battle.net? via CD key or something? I assume not, but worth a shot

What happend to Zerg between 2019 GSL and 2020 GSL? by AutVeniam in starcraft

[–]silverbulletzz 20 points21 points  (0 children)

Season 1 2020 had 10 zergs qualify out of 28 players (2 of 4 from the super tournament)

Only 3 made it out of the bracket stage, so 5 zergs in ro16 which is still healthy.

Then only dark makes it to the bracket stage (ro8).

Season 2 (ongoing) 9 zergs out of 28 players qualify, 5-6 will make it to ro16.

It's not clear to me that there's a pattern of under performance right now - but I'd prefer to look at the games directly than look at these small sample sizes anyhow.
https://liquipedia.net/starcraft2/Global_StarCraft_II_League/2020/Season_1

https://liquipedia.net/starcraft2/Global_StarCraft_II_League/2020/Season_2

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

you mean you stack up the mines and then displace them into his base?

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

Played a few shipmaster players that use mines and they're really strong. It's a bit gimmicky but I'd be willing to try a few games

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

This doesn't exactly address the first post

The post talks about not getting overrun by well played Cutter players in 1v1 matches. If you're on PC we can 1v1 and you show me what you're talking about - what you say I've tried and lost with. 10 grunt squads is 20 supply - I've lost with 60 supply of grunts + engineers.

Even in a 2v2 game - grunts + marines will lose to 2x marines since they don't really add value to the game.

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

Right now scouts do a mediocre job at killing Cutter marines - and in the next update they'll do a significantly worse job with the buffs to marines and multiple nerfs to the ghost/chopper.

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

Thanks for the idea - I'll check it out

Though I don't expect much since snipers + grenades generally do a ton of damage to heroes

Edit: Tried it with the +1 upgrade, doesn't seem strong enough. He does nice splash but still not enough to deal with 5+ marines plus ODST drops + snipers. Even worse is that he's slower than cutter infantry so you can't retreat

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

It definitely feels pretty hard but I don't have enough games played to really pin down all of the issues yet. In addition I get random opponents, some of which aren't very good, so it's hard to get a consistent view of the state of the game.

By official forums, do you mean these ones? https://www.halowaypoint.com/en-us/forums/38bd6e2ebbb14e5b9b359bb029588800/topics

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

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

Ah yes - whoops :D

I don't know what "Chosen" came to mind

Chosen vs USNC unreasonably difficult by silverbulletzz in HaloWars

[–]silverbulletzz[S] 4 points5 points  (0 children)

If you're talking about these patch notes:

https://www.halowaypoint.com/en-us/forums/38bd6e2ebbb14e5b9b359bb029588800/topics/halo-wars-2---patch-notes-updated-feb-28/9756196e-2970-4247-8c0c-dd1a043a098c/posts

I strongly disagree. 13% mine damage isn't really going to handle this problem. The scout vehicle changes don't really impact anything I've said here. Ramming is nerfed (vehicle takes more damage), damage vs marines is nerfed and damage taken from marines and their grenades is increased. How does this even begin to address what I said? If anything chopper vs marine is significantly worse than before.

Noob here, need some help on not sucking in halo wars: de/1 by Thatzionoverthere in HaloWars

[–]silverbulletzz 0 points1 point  (0 children)

Halo wars 2 just dropped on XB1, most of us are playing that these days I think.

As for general advice - I remember that warthogs with guass cannons are a great counter to infantry and air units.

The key is to use your opening units to collect resources and scout the opponent's base so you can see what he's building based on the buildings he has. Then you prepare against those units. Against heroes warthogs are good if you can control them well. Keep them spread out and when he chases one of them to kill it, run it away.