Lexender

u/Lexender


r/starcraft•

So I've been playing some test map I've come across the old cyclone range bug.

First we need to understand how the cyclone works. The cyclone in test map has 2 attacks:

  • Lock on: The activated ability, wich has 7 range for both air and ground.

  • Auto attack: A "normal" attack (it uses this attack when not using lock on), 5 range for both ground and air.

The problem seems to be that when issued an attack comman the cyclone will first get into autto attack range (5) and THEN cast lock on.

Obviously this gives a lot of problems when using cyclones, specially in bigger numbers because it created 2 problems:

  • It will get in range before casting lock on (very obvious).

  • It will not cast

356

r/AllThingsTerran•

Hey, I've been away from playing terran for some time but now on vacation I have more time, is there any good meta mech builds? I feel like mech has been the weaker option in the current meta and altough I've watch tournaments I barely see any mech play. What are the current best builds? Do the old guides (like old beasty guides) still hold up? I'm not sure and all the few BotW have only been bio. Thanks in advance

78

r/AllThingsTerran•

I'm wondering what is the best course after a toss got robo and 1 immortal when you try to proxy cyclone them, it holds it way too effectively and really leaves you behind, I haven't had any succes.

Or if theres other type of proxy/all in that works in TvP (besides 2 base 5 rax), I'm thinking banshees but those too are too easy to hold it seems, what is the current strongest one?.

16

r/starcraft•

Now that the game is being patched and big changes are happening Blizzard is looking to make mech viable again, however as someone who enjoys mech I think Blizzard is falling into the same problem they had back in HotS, the single unit that was in a huge way responsible for the most boring games that where produced:

The raven.

After LotV they nerfed the raven big time, reduced the duration of AT and PDD from 180 (and 240 with durable materials) to 10 and 20 HotS seconds respectively and nerfed HSM by making it cost 125 energy instead of 100. In exchange they buffed movement speed and added the explosive shrapnell shell upgrade.

All changes in the good direction (minus the HSM damage, that

712

r/starcraft•

So far all the streamers I've seen that play the test map seems to play very few protoss if at all, also both in reddit and TL most protoss players are of the opinion that the test map doesn't offer anything that interest them so they don't play it.

So I think iit should be discussed:

1.- Do you theres any changes that should be done to protoss for the test map.

2.- If so, what these changes should be?

So far theres doesn't seem to be a lot of feedback from the protoss side regarding changes to protoss themselves. Anything that should be considered?. I don't think theres any consensus regarding what it is needed (if anything) regarding protoss.

I've seen some more mentioned like MsC cha

1541

r/starcraft•

So with the new patch comes this new desgin of the cyclone and while I love what it does for mech and terran play, having a unit that is fast and allows you to put preassure and have map control I have about it.

The design of the new attack is the most anti micro I've seen in a unit.

Due to the low-damage barrage-type attack the cyclone is the most effect when its stationary so it can be attacking the whole time, wich means that the most effective way is to 1A it into the general vecinity of what you want to attack and to keep as immobile as posible so it can deal damage the whole time.

That is pertty bad design, specially for an early game harass/map control unit, units like these should

08

r/starcraft•

A lot of comments that have been posted since the announcement of the new design changes same to talk about stuff like how X unit would be too strong or a that will be imposible to hold a certain push on a certain map.

We have to remember that map pools affect balance in a rather big way and that the ammount of changes announced will require a vastly more different map pool, however time will be needed to adapt the map pool, so when the test map comes live we have to try and have that in mind so that we aren't so fast to dismiss a change considering the vast ammount of variables (besides specific unit changes) that balance the game (including maps, builds, the current meta, etc).

65

r/starcraft•

IMPORTANT: Wall of text ahead (and a real big one), for anybody commenting I would like them to at least read the full text first, many ideas given here could be balanced accordingly.

So after some time and many games Blizzard has already addressed the turtle styles that have existed for some time on HotS, and while I’m happy as any other player with the fact that they are changing thing there is something I would like to talk about, a unit that I think that is really good with very creative spells but that wasn’t implemented in the right way, and with the recent changes Blizzard seems to want to nerf it into uselesness, so I’m writhing this article to addres this unit.

But first things fi

1437

r/AllThingsTerran•

So I have been playing with mech a lot because I really like it, but sometimes I'm quite at a loss when facing bio players, with mech what is exactly I'm looking for? I'm not quite sure sometimes it gets hard to get on the map and is kind of hard to move out, I'm just supposed to get a position and hold it? I try to do hellion ruby's and hellbat drops but bio units are very cheap and unless I don't win one huge fight I'm not sure if I'm doing it well, any advice will help

14

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