u/TheHighSeasPirate

Are corruptors supposed to be able to cast bile on flying buildings?

I noticed recently I can rapid fire cast on floating buildings, was this always a thing? I thought it was only ground buildings?

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u/TheHighSeasPirate — 2 days ago

Am I the Only One Who Thinks Zerg Just Isn't Fun Anymore?

I've mained Zerg for a long time, and I think I'm finally reaching the point where I just don't enjoy playing the race anymore.

This isn't even primarily about balance or win rates. It's about how Zerg feels.

Over the years, it feels like the race has lost more and more of what made it satisfying. Zerg armies don't feel rewarding in any fights, so much power has shifted into expensive tech units, and every patch seems to make the race more rigid instead of more dynamic.

ZvZ is honestly the only matchup I still hate.

ZvT has become exhausting. Every game feels like the Terran sits behind Tanks, repair, and static defense while the Zerg player is expected to somehow break a fortified position without throwing away an army that already feels less forgiving.

ZvP isn't much better. If the game goes long, it often feels like you're constantly trying to survive overwhelming waves of zealots while relying on a buttload of fragile, high-tech units that take twice the micro of Protoss to hold everything together.

I don't mind losing. I don't even mind if Zerg isn't the strongest race. What I do mind is that the race no longer feels fun to play. The identity that made me fall in love with Zerg feels like it's slowly been stripped away patch after patch because Park "Soma" Sang Hyun is a god.

Maybe it's just me, but after giving the recent changes a fair chance, I'm honestly thinking about taking a long break from StarCraft I. I feel this Starcraft 2 game just got a new patch and I'm gonna check it out, it looks way better!

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u/TheHighSeasPirate — 3 days ago

Stressing over the new widow mine?

I've noticed while playing that the new widow mine doesn't like to change targets. Before you can run past and it will auto re-target. Now, unless they unburrow the mine tends to follow the first target it attached too. I've noticed it tends to do this to units that have already died after being targeted.

So, my new strategy is just to send 4 banes and 6-10 Zerglings into their army to set all the mines off. If you can manage, take the zerglings in front (which the mines likely targeted) and right click them to the center of the marines. Since the new mine goes off even after the unit dies, it is doing a lot more friendly fire. Give it a shot, tell me what you think.

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u/TheHighSeasPirate — 4 days ago

Switching to a 14-19 worker start would accomplish what you think switching to 8 workers would do.

From the PTR, there is virtually zero new builds. Basically cannon rushing and proxy builds are stronger and that is it. The 8 worker start is dead on arrival for showcasing a plethora of new viable builds. It should have been obvious, it takes less than 40 seconds to make 4 workers in the beginning of the game. Fourty seconds in which you have hardly any money to do anything else. The PTR and several pro games have showed it is just artificially elongating our games.

The real fix to shaking up sc2? A 14-19 worker start. Give us a gas with workers and a full mineral line. Adjust the timing of reapers (which should be done either way, the 8 worker start reaper is extremely strong vs Protoss) and zergling speed and watch the action happen.

Again, I need to reiterate that taking away workers is essentially taking away money and time from a player. There is less money to work with for 40 seconds of extra time, it adds virtually nothing. A larger worker start would give the player extra money for new build orders/strategies, open up early game skirmishes since there would be more units out earlier, and allow for players to tech faster so the mid game is not stale nor drags out for viewership.

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u/TheHighSeasPirate — 26 days ago