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    Sunday, August 23, 2020

    Starcraft Co-Op Mutation #226: Beggars Can't Be Choosers

    Starcraft Co-Op Mutation #226: Beggars Can't Be Choosers


    Co-Op Mutation #226: Beggars Can't Be Choosers

    Posted: 17 Aug 2020 04:00 AM PDT

    The enemy guards the resources heavily, with mines set up all around to protect them. Can you outmaneuver them enough to take the locks?
    ­

    Map: Lock & Load

    Mag-Nificent
    Mag Mines are deployed throughout the map at the start of the mission.
    Minesweeper
    Groups of Widow Mines and Spider Mines are buried throughout the battlefield.
    Slim Pickings
    Player worker units gather resources at a reduced rate, but resource pickups spawn throughout the map.

    ­

    Rating: Brutal +5

    Video Replays on Brutal:

    Player 1                                   Player 2
    [CtG (Nova)] Endarthe (Artanis)
    [CtG (Karax)] [Lila (Raynor)]
    [CtG (Dehaka)] Lila (Abathur)
    [CtG (Stetmann)] [Tombow (Swann)]

    ­

    Notes:

    • Large groups of Widow Mines and Spidermines are spawned on the map. Players can destroy these to clear them out.
    • Widow Mines have 180HP, deal 250 damage each with 5 range, and replenish their charges.
    • Spidermines have 25HP, deal 250 damage each, and do not respawn upon detonation.
    • Mag Mines, Widow Mines, and Spidermines do not respawn upon detonation.
    • Workers gather 1 resource per trip on Brutal difficulty.
    • Each pickup give 50 resources to both players [mineral or gas].
    • Air units do not pick up the resources.
    • Running/flying a few units first to trigger the Mag Mines in an enemy base will make it safer for the rest of your units. Zerglings, Phoenixes are effective for this. Han and Horner's precision strikes are spectacular for this job.
    • Supercloaked units like Infiltration Specialist Nova will still trigger mag mines.
    • The Hyperion's Point Defense Drones block mag mines.

    Vote for [Commander of the Week] and [Mutation Difficulty]!

    Do you like this mutation? [VOTE HERE]

    Commander of the Previous Week: [Karax]!
    Previous Week(Coordinated Defense): [3.67/5.00(Difficult)]
    Previous Week Approval Rating: [-0.61]
    ­

    [Weekly Mutation Database]

    Clearly Superior Version:
    [Battle.Net]

    ­
    Relevant Links
    Maguro's Mutation List
    starcraft2coop.com

    submitted by /u/CtG526
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    Three words

    Posted: 22 Aug 2020 05:17 PM PDT

    They are within us.

    Posted: 22 Aug 2020 08:34 AM PDT

    Ah yes, what a deal!

    Posted: 22 Aug 2020 09:08 PM PDT

    Gotta stop sieging with f2

    Posted: 22 Aug 2020 02:25 PM PDT

    Title Shmitle

    Posted: 22 Aug 2020 07:47 AM PDT

    Harstem's Is It Imba Or Do I Suck series submit link

    Posted: 22 Aug 2020 09:17 PM PDT

    Harstem is a pro Protoss player who has a YouTube channel, in which there are series of different videos. One of them named Is It Imba Or Do I Suck (IODIS) covers a viewer-submitted replay analyzed by him. Recently I found the replay submit link on one of his videos; if anyone want to give in their replays fill in this form, with the link provided below. (He covers Terran and Zerg replays as well as Protoss, which is why I am posting this on r/starcraft.)

    IODIS form link : https://docs.google.com/forms/d/1MqhMRqiOTdHllcWKILt9aSmAcV341VkCPGSAQE3EKsw/viewform?edit_requested=true

    You're welcome ;)

    submitted by /u/SCmastersYBK
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    Pls change tempest VFX to reflect new upgrade

    Posted: 22 Aug 2020 01:42 PM PDT

    tl;dr https://i.imgur.com/HL4aRW6.png

    Right now Tempests start shooting orange spheres if they are upgraded with anti-building damage. For me it feels like a cheap solution to visually showcase that Tempests have anti-building upgrade.

    Either make charging sphere (in tempest model) have orange color too, or revert it to old colors but instead add slight green/cyan animation to the spheres, so charging/reloading animation will fit with the attacks themselfs.

    Even the icon does't have same color as upgraded attack animation. Tectonic stabilizers icon is blue/cyan, while Tempest attacks are orange-red.

    P.S. Also I can't change hotkey for that new upgrade.

    submitted by /u/Existor371
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    Silver League TvT Strategy Breakdown

    Posted: 22 Aug 2020 01:06 PM PDT

    Clem traps Lambo's Mutas in a corner with Thors

    Posted: 22 Aug 2020 09:55 AM PDT

    What do people think about a Co Op Carbot character?

    Posted: 22 Aug 2020 09:49 AM PDT

    Guys In The Chat Tournament

    Posted: 22 Aug 2020 09:56 PM PDT

    Hey guys, just a reminder tomorrow 8/23 530 PST the tournament will start. Hope to see you guys there!!

    <3 RaiLz

    Tournament Link: https://challonge.com/GuysNCHAT

    A Stream : https://www.twitch.tv/artosis

    B Stream: https://www.twitch.tv/revoltsc2

    C Stream: https://www.twitch.tv/strifex1986

    submitted by /u/RaiLz_tv
    [link] [comments]

    NSF(Tanks) - Hero Turret

    Posted: 22 Aug 2020 12:42 PM PDT

    Inno wants revenge over Patience after being 2-0ed during GSL qualifiers! Come watch this PvT Bo9 on Sunday 23rd Aug at 3pm KST | 8am CEST | 2am EDT. More info in comments!

    Posted: 22 Aug 2020 10:44 AM PDT

    How to get over a losing streak??

    Posted: 22 Aug 2020 09:32 PM PDT

    For some dumbass reason this game decides to put me against players MULTIPLE times after losing once and twice then 3 then 4, in a fucking row, i hard grinded rank today on diamond 2, started off good got on a good winning streak, then hell broke lose, lost one to a good T player got matched against him 3 times on a row after that, all loses.. Fuck it, im upset but not pissed, next 3 games are aganst a zerg that crushes me for 3 games in a row, , im on a 7 game losing streak from TWO players and im fucking pissed...

    And the dumbass that I am I continue playing and encounter the same shit, win two games, lose 1 then put against the same players, lose the next two/three/four games...

    WHY THE FUCK DOES THE GAME PUT YOU AGAINST THE SAME PLAYERS WHEN YOU KEEP LOSING???

    This isn't fucking GM for fucks sake its diamond 2, I would rather wait a fucking minute then play the same players getting steam rolled?

    Im beyond pissed I lost all my progress over a 6 hour session today because of this bullshit. The game is saturated enough in diamond that I should NOT be encountering player's multiple times in a row

    submitted by /u/Indis96
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    Want some Korean action today? Patience v INnoVation Bo9 live now!

    Posted: 22 Aug 2020 11:05 PM PDT

    SC2 Twitch Followers [2019-2020]

    Posted: 22 Aug 2020 10:49 PM PDT

    https://imgur.com/gallery/nMbYcGT

    Twitch Follower Count

    Aug 21, 2019 - 1,751,632

    Aug 23, 2020 - 2,097,493

    Over the one year, the twitch sc2 genre gained : 345,861 New Followers

    Thought of doing this and finally after one year later of waiting I can share this fun fact with you xD

    submitted by /u/MountainRiders
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    I went (new) void rays in pvp and I feel terrible

    Posted: 22 Aug 2020 12:11 PM PDT

    Just played a d3 pvp and I went slow econ 2 base void ray and stomped a standard protoss going stalker/robo. I'm honestly afraid for the general pvp matchup. I'm guessing this is now a build you have to scout or you die?

    And before everyone says "just back up when they activate prismatic and use blink stalkers" - that's cool. But when the 8 voids show up with prismatic on your natural and it dies in 6 seconds, back up to where?

    submitted by /u/DoogleSports
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    Watching Brood War remastered replays on iOS?

    Posted: 22 Aug 2020 04:02 PM PDT

    I was wondering if there was any way to watch Brood War replays on an iPad?

    I think it would be super helpful / portable to be able to watch my games, learn from mistakes on the go. Is there a way to do this?

    submitted by /u/bluetenthousand
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    Question for the community: Why do so many Protoss players cheese?

    Posted: 22 Aug 2020 08:50 PM PDT

    I realize this isn't every protoss player and I'm sure it's different in GM and maybe masters. But in every league below high diamond, 60-65% of my protoss games involve cheese (tvp).
    Just wondering why that is.
    Can you not be bothered to learn a macro build? Do you lose most of your games so you cheese for ez wins? Are you following a certain build and that's all you know how to do?

    Want to hear from protoss players on why they cheese so often.

    submitted by /u/N0minal
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    I made an extension mod of the Void Ray/Tempest rework idea from earlier this week, give it a try!

    Posted: 22 Aug 2020 10:01 AM PDT

    It's simply called 'Void Ray Tempest Rework Test Mod' and you can find it on EU and US servers. I do need to underline that I am a novice at the editor and there is quite a bit of wonkiness, described in detail at the bottom of this post.

    For those of you who missed the original post and want context for this thread, look here: https://www.reddit.com/r/starcraft/comments/ic4w9z/with_the_recent_discussion_about_the_void_rays/

    I've made some changes to the units based on the feedback given, but don't go in expecting things to be balanced. The purpose of the test mod is just to let everyone try out the designs and decide if they feel like the right direction at all.

    Anyhow, changes from the last post below

    Void Ray

    Standard weapon range increased: 8 > 9

    Anti-massive bonus increased: 12 > 18

    Changed weapon hue slightly to differentiate the beams.

    People expressed concern that the Void Ray might not deal significant damage against Battlecruisers/Brood Lords before getting shot down by Vikings/Corruptors. Buffing both damage and range at the same time might be overkill, we'll see.

    Siege weapon damage reworked: Now has two damage levels instead of three.

    Removed structure bonus.

    Now maintains the uncharged beam for 10 seconds before entering the charged state.

    Switching targets now resets the charge.

    Uncharged beam damage decreased: 6 > 3

    Charged beam damage increased: 12 > 30

    While it remains to be seen if 15 range is too far, reducing the initial damage helps cement the Void Ray's role as picking off static targets. This differentiates it further from the Liberator by making it not nearly as effective at harming workers.

    In addition, removing the structure bonus in favor of a flat damage increase made it better at properly punishing static units while reducing the speed at which a rushed out Void Ray could destroy hatcheries.

    Tempest

    Added the Bomb Drop ability (we can workshop a cooler name later).

    Drops a bomb on the ground below the Tempest, dealing 5 damage (+35 vs Armored) to enemies within 1.5 radius after a 0.4 second delay. 4 second cooldown.

    By switching the Void Ray and the Tempest, Stargate openers were left without a solid anti-ground measure, especially against Roaches. This ability is intended to give Tempests an answer to Roach rushes without acting as a hard counter or unintentionally giving them a way to harass workers (hence the hefty anti-armor bonus). It might require an anti-shields bonus as well in order to be properly impactful in PvP.

    The hope is for this ability to further complement the hit & run design of the Tempest. At the very least, it's quite fun to play with.

    Wonkiness & known issues

    As stated, I'm just starting out with the editor and as such my implementation is very much a hack job. Here's a list of sketchy stuff I'm afraid you'll have to put up with.

    • A lot of tooltips are incorrect. Most confusingly, the Void Ray's anti-air weapon has a mix of new and old information.
    • The Void Ray & Tempest remain on their old spots on the Stargate's command card, which doesn't align with their new Fleet Beacon requirements.
    • The Void Ray siege mode is an ability instead of a proper form switch, which means it is activated with the hotkey and then cancelled with ESC.
    • The ability remains on the command card when sieged up, re-activating it does nothing.
    • Since it's not a proper form switch, there's no delay in sieging/unseiging. In a proper implementation, it would have a delay, so please keep that in mind when evaluating its power.

    • The Tempest gets a small anti-massive bonus from Protoss Air Upgrades. I swear I've edited the upgrades to give the right values (following the 10% rule) but somehow that bonus shows up despite not being in the editor.

    • The Bomb Drop ability is pretty hard to see. I tried to give it a more obvious tell but couldn't get it to work. Ideally it'd look like something falling from the sky instead of just appearing on the ground.

    • The Bomb Drop is a bastardization of the Disruptor's Purification Nova. For a while I accidentally broke the Disruptor while making the ability, but I'm 99% sure it should be fixed now. If something seems off to you, tell me right away and I'll try to fix it.

    • Flux Vanes somehow made the Void Ray able to move while sieged and the upgrade wasn't intended to be a part of this design anyway, so it's been removed… I THINK. For some reason it wasn't as straightforward as other upgrades in the editor, so it might still show up? In that case, please don't take the upgrade, it'll break the unit.

    Lastly

    Thank you all for showing interest in this design experiment. I loved seeing the discussion unfold in the last thread and I hope even more users will come forward with their own design suggestions. People shared some really cool ideas that I'm not skilled enough to replicate yet, but I loved reading them nonetheless. I hope his extension mod creates further discussion on the topic. Please try it out and share your thoughts!

    submitted by /u/dreamlifer
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