In Dept New Patch Analysis, Protoss Too Strong Now? - HeroMarine

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  • Опубликовано: 3 окт 2024

Комментарии • 159

  • @HeroMarineSc2
    @HeroMarineSc2  6 месяцев назад +10

    Seems like the opinion about Rapid Fire is split. One argument that I didn’t bring up in the video is to make Rapid Fire a part of the game and a default setting like Skill Shots in MOBAs. What I adressed is how ‚hidden‘ this setting is and not as accessible for new players. If it was fully implemented and part of the ingame tutorials, it would be a different story. Next video will be about Rapid Fire!

    • @xnephysisthere
      @xnephysisthere 6 месяцев назад

      As Zerg, the rapid fire is a core mechanic for macro. Spawning units betwwen drones and army, creep tumor, morphing units. I thought about broodwar how the hacthery macro was handled, all larva would be commanded to spawn the same unit selected
      In Sc2 where a hatchery can support over a dozen larva its rather heavy handed to implement the same mechanic, though rapid fire is still quite imprecise

    • @enymus3081
      @enymus3081 6 месяцев назад +1

      The Rapid Fire should definitely not be in the game, i agree. Even for Zerg its unnecessary... Every human with a hand can learn how to mouseabuse aka. "Drag Click" and thus learn to use the abilities as if rapidfire was on, but even quicker (only in the first 0.1-0.3 seconds obviously), more precise and with pure skill, no technical hold down one button bullshit needed.

  • @OmniSkepticSC
    @OmniSkepticSC 6 месяцев назад +20

    This balance mod in the arcade is still not updated, and I can tell since I created original redesigned widow mine targeting line and that's my design in the video, even though the totality of my design is not the design used in the PTR (in PTR the unit turns red instead of the bubble, for instance). I haven't looked through the files to see if there's anything else that differs
    The Rapidfire/Feedback changes need to be clarified: when I reported we needed the Feedback change it was NOT originally aimed at trying to make feedback Rapidfire-able. That was considered an added possible bonus if Protoss needed the help. The change in the new patch doesn't actually change anything about Rapidfire, it fixes a bug in the target filters where Feedback did not automatically detect that it should not work on a unit with "0" energy like every other comparable ability in the game already does. This would lead to scenarios where you literally couldn't feedback a unit at the bottom of a viper stack (or other units) if you tried because the unit on top would always steal it. Rapidfire being super easy and potentially OP is an accident of fixing this bug.
    There are ways of fixing the feedback bug without making rapidfire super OP. It's by realizing that it's not Rapidfire which is OP, it's just Feedback that's OP. One way of nerfing Feedback in a way that primarily affects rapidfire use without affecting other uses is nerfing Feedback start cast time from 0->0.133s (Viper finish cast time delay is 0.8s for reference). The difference can be seen at this point in this video: ruclips.net/video/JrQJv_hD54g/видео.html The feedback change should absolutely stay in even if Feedback needs other nerfs like this to compensate
    INTERFERENCE MATRIX IS DIFFERENT. Interference Matrix is not a bug fix that brings Interference in line with all other abilities in its class. In fact, it's the opposite. Interference Matrix is now INCONSISTENT with Anti-Armour Missile, Parasitic Bomb, and Yomato which are the other single-target projectile abilities. I do not know what crack they were smoking to decide to change Interference Matrix but not these other abilities, instead of changing all of them or changing none of them
    I do want to note that the anomaly of being able to re-cast Interference Matrix on PTR is in fact a bug on the PTR

    • @shadowpriest2574
      @shadowpriest2574 6 месяцев назад

      "Feedback did not automatically detect that it should not work on a unit with "0" energy like every other comparable ability in the game already does."
      What other ability works like feedback based on energy?

    • @OmniSkepticSC
      @OmniSkepticSC 6 месяцев назад +2

      ​ @shadowpriest2574 Has nothing to do with energy - has to do with single-target, instant cast abilities. Instant-damage weapons/ abilities in SC2 are not fire-able at units which they will have no effect on. The game will attempt to auto-detect if the effects of the ability are land-able, and if not it automatically prevents the ability's target filtering from allowing the cast. In feedback's case, due to the fact that energy points are actually a real number rather than an integer, the game does not register the possibility that to the player the energy may appear as a zero when it regenerates in ticks. Projectile abilities, on the other hand, can be "dumb fired" which can cause overkill

    • @zes7215
      @zes7215 6 месяцев назад

      wr

    • @shadowpriest2574
      @shadowpriest2574 6 месяцев назад

      @@OmniSkepticSC care to give an exemple of such an ability ?
      One that is a good comparrison for Feedback ?

    • @OmniSkepticSC
      @OmniSkepticSC 6 месяцев назад

      @@shadowpriest2574 At least the other single-target instant cast abilities I can name off the top of my head include Transfuse, Battery overcharge, Abduct, Neural Parasite. Charge as well if you really want to be specific

  • @Ren-kei
    @Ren-kei 6 месяцев назад +18

    Terran honestly needed a nerf their opener is to safe for how many variants of pressure they have, that having mines be that good was far to much

    • @lotuss422
      @lotuss422 6 месяцев назад +1

      agreed

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад +2

      REN you complain about every Terran unit because you get smoked by platinum Terrans all the time and cry like all Protoss players do to get Terran nerfed every patch to Cater to alll the babies especially people like harstem and other Zerg and Protoss streamers

    • @Ren-kei
      @Ren-kei 6 месяцев назад

      @@AntonioLopez-kw3ev Actually I play the game for fun and don't take it seriously at all and You think you can speak for me that's hilarious beyond that your whole comment is ad hominem gas lighting grow up dude, is that your favorite pastime making enemies for no reason? You need to get over yourself and your misanthropy, I'd much rather you be a friend then have to tell you this shit specially if you also like starcraft.

    • @shadowmambax
      @shadowmambax 6 месяцев назад

      I’m fine with the the radius nerf to widow mines and giving red lines as indicators too but the sound notification when widow mines are burrowing is dumb.
      It’s on the player to be aware of his surroundings at all times. Particularly when it is visible via the mini-map.
      People complaining about widow mine being too strong are also the same people not watching the mini map and need to get good.

    • @Ren-kei
      @Ren-kei 6 месяцев назад +1

      @@shadowmambaxI think the sound notification is to much too but the hit should indicate your under attack. having it indicate on burrow is too far.

  • @ChingueSaganaki
    @ChingueSaganaki 6 месяцев назад +3

    3:30 you still spot Zealot runbys with that, but Instead of having to deal with that shit (which mean players have to waste another unit or move their observer out of position to deal with it) they can just clean it up way more easily, which is a very decent change.
    I mean the widowmine and ghosts are very hard to properly micro against as tos, way harder than against Disruptors, so its a good change.
    The battery nerf and the Disruptor nerf from the past were very significant, i know for sure that this is a good trade in regards to that.
    Terran is the best race if played properly but still nowhere close to be played on a high level as Zerg is when Serral is on peak form.
    Ravens underused in every matchup except mirrors, Reapers not used to their full potential except in cheeses.
    I think the main problem for most pros is that they don't improve that much at micro anymore. Its nice to be ahead because of good early game pressure and very good macro, but often enough i see players beeing ahead with supperior macro and then the micro doesnt "suck" but in realation to their high mmr etc. (aka. pro players) they lose by garbage micro.
    With Zerg its the Viper and Infestor, not used to the max potential, even Serral is learning this stuff and others don't even use the burrowed infestors in the lategame i noticed, incredible in bad way.
    Protoss isn't using the Oracle enough as well as the Phoenix. Throwing down Stasis Wards and idling above it as it wasn't obvious enough, then often just yoloing Oracles to death in the early-midgame for no real reason except the lag of speed-tasking (which is essentially what most people call "multitasking" --> which is nonexistent except in circus and some other places idkab). Or the most obvious shit... Warping in 10 Zealots for a runby, then the runby gets spottet and they yolo them in on the same side as if their opponents wouldn't have spotted them already 🤦‍♂ ( i am talking about scenarios here where the P players got the info that they were spotted).

  • @Faux.Player
    @Faux.Player 6 месяцев назад +2

    I believe rapid fire is a great addition to StarCraft. The game's already challenging, so if you have the units or buildings, just holding a button and pointing should be all it takes to cast a spell. Plus, after casting, you've got plenty of other things to manage, both in battle and back at your base. Making things unnecessarily difficult doesn't seem necessary.

  • @rsanghi24
    @rsanghi24 6 месяцев назад +25

    Man that widow mine nerf seems much more impactful vs zerg than toss.

    • @Zoocsgo
      @Zoocsgo 6 месяцев назад +5

      thought this as soon as i saw it Zerg cabal

    • @pizzaparty1731
      @pizzaparty1731 6 месяцев назад +2

      the toss stuff is a meme anyway

  • @Dungeontai
    @Dungeontai 6 месяцев назад +13

    nice review!
    i dont like the alert on the mine though. You dont get alerts when getting dusruptor or stormdropped either, until its too late.
    Also i really dislike rapidfire mechanics in the game

    • @tutrasz
      @tutrasz 6 месяцев назад +3

      I think you also get an alert before a ravager bile hits your unit.

    • @aeku_69420
      @aeku_69420 6 месяцев назад +1

      @@tutraszno you dont

    • @3d_win
      @3d_win 6 месяцев назад +2

      @@aeku_69420 Yes you do. When a Ravager bile is fired on top of one of your units, it gives you a notification that your units are under attack before it lands.

    • @mEtil5656
      @mEtil5656 6 месяцев назад +1

      A disruptor or a high templar cost about 3-4x more. I think its fair

    • @HungTran-gz5em
      @HungTran-gz5em 6 месяцев назад

      The problem with how gateways work is that protoss cannot be played without rapid fire

  • @3d_win
    @3d_win 6 месяцев назад +4

    Wouldn't it be better if rapid-fire was made an official mechanic, that everyone has access to? Because if rapid-fire was removed, you would have to completely rework the Warp Gate's mechanics. I'm not joking when I say that a good 10-15% of Protoss players would quit if they had to manually shift click each Zealot warp-in.
    I think a game should make most of its mechanics as intuitive as possible, and allow you to find the real skill difference in the margins. There's nothing wrong with increasing the skill floor of a game as long as the skill ceiling remains high. But I bet a lot of Brood War / older fans would disagree, preferring every action to be as painstakingly involved as possible :D

    • @RCG3.
      @RCG3. 6 месяцев назад

      Idk that's how I play. It's not too hard to click fast. It adds to the skill

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      I don't think using normal hotkeys for warp in would be that bad for me. But rapid for would isntantly make phoenix unplayable. The moment you have more than like 6 you would not be able to lift effectively anymore

    • @Appletank8
      @Appletank8 6 месяцев назад

      IMO, if you want to make things more accessible, you may need to put a cap on it's speed/power for balance. For example, Rapid Fire macro could have a fixed rate of 5 per second. A global cooldown for spells so it's not triggered at the fastest possible tick rate perhaps?
      Or like, spells that have a long DOT and decent AOE so there's not much point to spamming spells anyways when they overlap.
      I'm honestly a bit baffled why it seems new RTS seems like they have less spells like Irradiate and more Snipe types

  • @darkranger116
    @darkranger116 6 месяцев назад +1

    havnt seen an analysis video like this yet, fantastic content, liked subscribed

  • @heavenstarcraft
    @heavenstarcraft 6 месяцев назад +3

    Rapid fire is dumb, but when I have 20 gates, it would be very annoying to warp in mass gw units without rapid fire.

    • @RancorSnp
      @RancorSnp 6 месяцев назад +1

      Nah, in this one regard I don't care what Uthermal says, Rapid fire is a must in RTS now. It also needs to be set up by default without the need for the player to "enable it" even at the Bronze level rapid fire makes a huge difference, you don't need to use casters to make use of rapid fire. Heck I swear it's faster to even build a depo with the rapid fire hotkey than the left mouse click. Feels like there is a significant delay before the brain sends the signal to right hand to press the damn button compared to - in my case - pressing E

    • @Appletank8
      @Appletank8 6 месяцев назад

      I'm more annoyed that there aren't more spells with big DOT (the only ones feel like Storm, P- bomb, and Fungal), or longer cooldown, so there isn't much benefit to Rapid Fire anyways

  • @1_mensch
    @1_mensch 6 месяцев назад

    Rapid fire greatly reduces skill barriers and exchanges them for knowledge barriers. Which is a good trade, as knowledge can be aquired way faster than skill. It's a quality of life feature. Many gamers suffer from capal tunnel syndrome and other things. If you want them to click even more, that will increase those issues.

  • @DJ-3maj
    @DJ-3maj 6 месяцев назад +3

    When I started playing I had no rapid fire and couldn't make use of ghosts vs Zerg

    • @sakesaurus
      @sakesaurus 6 месяцев назад +1

      what's funniest is the snipes being nerfed to accommodate for pro play. And if you try to use 1-2 ghosts in your army just to snipe ultras you lose a lot of value

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад

      @@sakesaurusreally shitty Terran players have to play like maru to be able to use Terran units

  • @YoshiKirishima
    @YoshiKirishima 6 месяцев назад +1

    Rapid fire I agree decreases the mechanical floor for the game in a very unnecessary way. While it might be an interesting effort to close the execution gap between EMP vs Feedback, rapid fire rewards you for massing spellcasters, when massing any unit in general (especially a very powerful one) should have diminishing returns by being harder to control.
    Rapid fire warpins and macro also makes macro'ing easier, which decreases the "cost" of spending time on macro vs spending that time on say, micro'ing. It makes it so that every player can have near perfect macro which decreases player individuality. I'm all for increasing accessibility for players, but rapid fire is not at all accessible, and SC2's mechanical requirement is already reasonably low for how fast and competitive the game is, you shouldn't have to fear any wrist issues unless maybe you're a top player. A side effect of rapid fire macro also means that units like lings are much better than they might be, traditionally in BW lings are very good as well but balanced by being hard to control a ton at once.
    BW balanced spellcasters by not having multi-cast. You needed to select each unit individually to cast a spell, else it'd cast storm with every HT you have selected for example. This made it harder to execute powerful abilities. We don't need it to be as extreme as BW of course, but rapid fire is a totally unnecessary push in the opposite direction.
    Being able to rapid fire with Interference Matrix sounds gross (as much as I want Ravens to get back some of their lost power). Mass feedback also sounds gross. Mass snipe is pretty gross too, if you couldn't rapid fire it then massing ghosts would probably not be broken or feel broken anymore, because of diminishing returns. Taking 3 seconds to get off 20 snipes vs 2 seconds means that there is a much higher chance many of your ghosts might not get their snipes off for example, and that's a big difference.
    Those WM nerfs - wow that is much bigger change than I thought. I think it's fine that WMs might only kill ~3 workers each in the early game, as that's still significant damage. But yes being visible without Drilling Claws means that if Protoss react in time, they don't even need to sacrifice 1 Probe anymore if they don't have detection, they can just attack the WMs with a stalker.
    Decreasing Armory by 50 gas is a cute way to help Mech, while also saving you that 50 gas if you want to research Drilling Claws (which is only 75/75 already).
    But wow, I didn't even consider the fact that this means that yes, you can't use WMs around the map to scout and stuff as effectively unless you upgrade Drilling Claws. I think that's OK because it'd feel more like a choice whether you want to invest into WM tech or not, but for Bio players they would need to get a Tech Lab on their Factory at some point. I suppose this is fine though, as the WM is a mech unit but has funnily enough felt more like a unit you'd use for Bio comps instead.
    I love the new Cyclone change as a Mech player, seems slightly better vs early small Stalker numbers which is great for helping Mech openings, while also scaling better lategame which is awesome since Mech lategame isn't even that strong and their early game is already weak too. And it weakens it vs ling/bling and makes you have to make some Hellion/WM support which is totally fine. I also like the general feel of it now, it's fun having a cooldown on Lockon and before the auto attack felt very clunky and hard to use. Having more HP and being less glass cannon-y also makes it compliment Tank based Mech better, while benefitting Bio less. Also, the Lockon cooldown is a creative way to make it kill worker lines much less fast. The HP buff in return helps compensate by allowing you to poke with Lockon more, since you have more HP to trade 1 Lockon for 1 hit from the opponent. I feel the Cyclone change addressed many things for both Bio, Mech, and other races, and the unit identity and game feel feels like it matches its visual design more now!
    Only thing I'm worried about the Cyclone change is, once they get Blink, and you have numbers more like 10-15 Cyclone vs 10-15 Stalker... do they trade worse than before? If so, that kinda sucks. I hope them being better lategame for Mech is worth it enough if it means Mech still struggles to get a 3rd.
    Edit: After finishing the video, HOLY CRAP Cyclones wreck Stalkers and Carriers wow. I wonder how it compares to before but i feel it's better now.

  • @agvuto
    @agvuto 6 месяцев назад +2

    I don't think that the widow mine range change will be good for TvZ... maybe it compensate the baneling nurf?

  • @a_external_ways.fully_arrays
    @a_external_ways.fully_arrays 6 месяцев назад

    Nice with some hands-on tests (: though I'm confused why you didn't mention drilling-claws upgrade now leading to invisible widowmines - if it's too expensive, okay - but would be nice with a discussion of it

  • @pawe8765
    @pawe8765 6 месяцев назад +2

    YES PLEASE DO THE VIDEO ABOUT RAPID FIRE PLEASE :)

  • @hexaquras9374
    @hexaquras9374 6 месяцев назад +5

    eventually they'll give cyclones two legs and have a default 9 range against air

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад

      Eventually cyclone will only have 2 range by the rate they keep nerfing it and keep changing over and over

  • @andrewjones198
    @andrewjones198 6 месяцев назад +4

    Cheaper armory I think is for encouraging more mech play

    • @talik69
      @talik69 6 месяцев назад +1

      You need armory with bio as well (for +2 upgrades)

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад +2

      Taking away armory cloak widow mine upgrade is for encouraging taking away the fun and stratagy for the babies getting catered aka toss n Zerg

  • @Lost7one
    @Lost7one 6 месяцев назад +1

    The splash nerf is huge, absolutely insane.

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад +1

      4 nerfs from the cry baby group of toss players

  • @Appletank8
    @Appletank8 6 месяцев назад

    Re: rapid fire
    1, At the very least it should be a standard instead of something you have to mess about with hot keys. However...
    2, Maybe it shouldn't be at the fastest possible rate? If we're making it an official mechanic, we can also control how quickly it activates. 5 per, 10 per, etc. Super powerful spells can be hard limited in ROF, and provide more flexibility in spell design, instead of having to assume there's going to be 10s of the spell blasting across the field.
    3, Or we could have spells with a longer DOT so spamming spells isn't worth it anyways. You're not going to see people rapid fire off Storms all that often, because overlapping is bad.

  • @Dahxelb
    @Dahxelb 6 месяцев назад

    This is probably gonna sound rather petty, but a thing I Do Not like about the new Cyclones' damage scaling is how it "breaks the game".
    Damage scaling actually follows a formula, For (Almost) Every Other Unit In The Whole Game.
    Damage scaling per upgrade is clamped between +15 per upgrade, scaling to be 1/10 of the base damage, rounding Up.
    So anything anything with less than 15 base damage gets +1, and above 15 gets +2, with further scaling thresholds at 25, 35 and 45.
    This takes bonus damage into consideration. If bonus damage would push the total base damage above a scaling threshold, then the bonus damage gets +1 on upgrades.
    The Cyclone is one of Very Few unit in the whole game that doesn't follow this formula, and gets +2 dmg / upgrade despite its base damage being lower than 15.
    -Protoss: Tempests scales too little vs Buildings after their upgrade.
    -Terran: Hellions/Hellbats scales too much vs Light Before their upgrade, & Thors' Javelin Missile scales too much vs Light.
    -Zerg: Banelings scales too little vs Light.
    Cyclones is the only unit in the whole game which straight up scales too much against everything.
    I understand that this is done with an practical in-game balance goal in mind, but it is still noteworthy that this unit is one of very few units, and the worst example of breaking this otherwise (mostly) followed rule.
    Again, this probably sounds petty and will be disregarded by most, but I hope someone at least finds this to be an interesting detail.

  • @ericludwig9014
    @ericludwig9014 6 месяцев назад +2

    Thank you this is helpful.

  • @dshlango
    @dshlango 6 месяцев назад

    the widow mine armory and drlling claws change can also be seen as a slight buff for later game widow mines, because once the upgrade is done, widow mine cloaking cannot be denied by destroying the armory

    • @spicytunah8043
      @spicytunah8043 6 месяцев назад

      Right, but the number of cases where this matters is so infinitely minuscule that it’s hardly worth mentioning. I agree that tying the permanent cloaking to drilling claws is a good idea, but to call this a buff is dubious at best.

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад

      But nobody snipes armory’s that’s stupid that’s rare and cope for Zerg and Protoss players to get an advantage 😊

  • @yasedky
    @yasedky 6 месяцев назад +1

    What is this mode
    Where you can try units ???

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    what else do you need

  • @JJV7243
    @JJV7243 6 месяцев назад

    Rapid fire makes fights more swingingy (i.e. a 1 second advantage can devastate your army with it active compared to when its not on). That being said, if they removed rapid fire, they'd have to probably rebalance all the casters in the game. In general, I'd like changes that slow down combat a bit.

  • @skipperg4436
    @skipperg4436 6 месяцев назад +1

    Last two patches are absolutely terrible.
    Saying that PvZ is in the good spot is just wrong.
    Like the only Protoss who can - sometimes - win against top level Zerg player is MaxPax and even he looses to Serral without a chance. Every time Maru made wins like Serral does T got guted. But Z gets buffed again. What the blood hell...
    Meanwhile, aforementioned MaxPax usually wins against every Terran. With Clem - who is evidently the best Terran today - he have like 50/50.
    I feel like the biggest problem of P in PvZ is that you have like one build with slight variations, and what feel almost like a cheese with Twilight opening (super easy to counter for Z if he scouts).
    At the very least we need a buff to Force Field so it wasn't made irrelevant by just couple of Ravagers. I also want to have Prism pick-up range buffed (to make things like Archon drops and Immortal pushes playable again).
    The second biggest problem of PvZ are the probes: if you loose a bunch of them you are dead. If Zerg looses plenty of drones he re-builds them instantly. And Zerg have better defenses. Ugh...
    Personally, I play both Protoss and Terran and I don't feel like there was any imbalance in PvT at least on Diamond/low ML level. With this patch however I feel that Terran will have no answer to mass Zealot spam. Nor stand a chance in late game without libs range.
    I don't know why pros refuse to build air units to kill libs, but it's been already next to impossible to lose when you complement Disruptors with Carriers or Tempests. Maybe they should've just adjusted supply cost or build time of Tempest or Carrier slightly, instead of just forcing Terran to all-in every game.
    (yes, I'm well aware of the irony of me playing T and P, and saying that Z is too strong in one of the match-ups).
    I also don't know why pros use so few openings in PvT. There are so many of them, each of which can absolutely screw T over in debut if he misunderstands it even slightly. And I am not even talking about cheeses, which - on the ladder - are extremely obnoxious to play against.
    Regarding TvZ however, change to WM is super bad. Terran already had no answer to Banelings in lategame other than turtling. Which is terrible. Now T would have to turtle even more. Assuming T will not just die to ling-bane flood every game.
    And we have the Cyclon re-worked again... Its what - like 4-th time? Shouldn't it be obvious at this point that this unit is just a bad unit that don't fit in T army? It should be removed and replaced with either Diamondback or Goliath.
    PS. If I was mean I would say that people who made last two patches received kick-backs from Zerg pros.

  • @zeheero
    @zeheero 6 месяцев назад +8

    Dude they just want to make the widow mine worthless because they thing it takes nothing to use the widow mine. You got so many people do not micro at all with their workers.

    • @kaiser2261
      @kaiser2261 6 месяцев назад +7

      "only Terran should have to deal with annoying units" - Reddit

    • @tsundude4320
      @tsundude4320 6 месяцев назад

      ​@@kaiser2261 D:

    • @RCG3.
      @RCG3. 6 месяцев назад

      Widow mines take no skill

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      ​@kaiser2261 to be fair other races also have annoying units. But none are as easy to micro and costs so little as the widow mine.

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад +1

      @@mEtil5656that’s false widow mine micro is one of the hardest to master especially drop burrow target fire then hot pickup

  • @DelawareBrooks
    @DelawareBrooks 6 месяцев назад +1

    Lol the bias of being okay with your spell getting rapid fire that removes from play high tech, expensive long build time units but then not being okay with your opponent getting rapid fire on their spell is hilarious.
    I agree that rapid fire being expanded upon is stupid though. If anything they should increase feedback damage to 0.75 so it only kills units if they are maxed energy and make it so they can only hit units with like 5 energy with feedback but put a cooldown on it so that it can't be rapid fired if they want to buff feedback.
    Widowmine is over nerfed that is obvious. Targeting line and radius were all that were needed as changes.
    Widowmines being less effective at just killing the mineral line already reduces their game ending effectiveness.
    The only thing I think that should have rapid fire is warp in, gives parity with Terran's ability to hold to queue units and Zerg's to mass units.

  • @Eldinarcus
    @Eldinarcus 6 месяцев назад +1

    Love the hotkey profiles names lmao

  • @Jund040
    @Jund040 6 месяцев назад

    By rapid firing, do you mean, spamming the Snipe ability of the ghosts? If not a video would be welcomed :)

  • @nbaumg
    @nbaumg 6 месяцев назад +1

    my old man fingers need rapid fire

  • @kelrog3565
    @kelrog3565 6 месяцев назад

    Good video Gabe. I agree that the game is now being balanced around rapid fire as if its a core mechanic and its negatively affecting the game. Removing rapidfire would be the largest meta change the game has seen in a long time. Builds, unit comps, creep spread would all need to be adjusted, your Ghost vs BL clip is the perfect example, if there was no RF then having more Ghosts would result in a diminishing return so resources would be better spent elsewhere resulting in more interesting compositions. The fact that removing rapid fire would impact the game so much shows its not a good thing for the game.

  • @imaginyou4
    @imaginyou4 6 месяцев назад +1

    As a zerg. I don't like the mine not being cloaked.

  • @strongerandwiser2023
    @strongerandwiser2023 6 месяцев назад +3

    The Widow mine was pretty brutal though lets face it. This was needed.

  • @ocelotkillalot4632
    @ocelotkillalot4632 2 месяца назад

    What map is he using?

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    thanks for explaining

  • @JJV7243
    @JJV7243 6 месяцев назад

    Will you still use mines vs. zerg (marine, medivac, mine tank)?

  • @quinthblinth7251
    @quinthblinth7251 6 месяцев назад

    what is this "map" called and where do I find it ingame?

  • @MrCreed145
    @MrCreed145 6 месяцев назад

    I just want widow MINE to not have same range as ranged units like marines and roaches. Even when you get vision and prepare to spend your 30 APM to diffuse the unlimited ammo, invisible, ranged baneling it still kills your rhines or roaches. Cus it has same range as basic ranged units. Super annoying, super APM intensive. Just .5 range less would make a huge difference in diffusing them, but not effect the drop.

  • @maurofigueroa6180
    @maurofigueroa6180 6 месяцев назад

    very good video mate good info

  • @Leeroy49
    @Leeroy49 6 месяцев назад

    Yes it looks like mines will not be played as much in TvZ and TvP anymore.

    • @AntonioLopez-kw3ev
      @AntonioLopez-kw3ev 6 месяцев назад

      Might be used more only because now you will need 2 factories to commit to the upgrade but yeh cry baby Protoss players got babied yet again n Terran got nerfed

  • @remyyin
    @remyyin 6 месяцев назад +1

    based opinion on rapid fire. I agree with HeroMarine Rapidfire too OP

  • @daPawlak
    @daPawlak 6 месяцев назад

    Is expecting to get drilling claws in mid game too much?

  • @brandongrebe5256
    @brandongrebe5256 6 месяцев назад +6

    EMP is still stronger than feedback, dont lie to yourself

    • @zes7215
      @zes7215 6 месяцев назад

      wrg

  • @Terracronz
    @Terracronz 6 месяцев назад +1

    EMP vs Feedback, an interaction that used to favor EMP’s AoE is now probably more of a toss up

    • @YoshiKirishima
      @YoshiKirishima 6 месяцев назад

      toss, nice one there

    • @julianbeatty2909
      @julianbeatty2909 6 месяцев назад

      @@YoshiKirishima lol no its not. Rapid fire or not; you are never going to feedback ghosts before they emp you.

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      Nah i honestly doubt that. Finding the units and clicking on all of them will probably still take longer

    • @Appletank8
      @Appletank8 6 месяцев назад

      EMP still has an advantage of not needing precise selection, just spam in their general direction

  • @terranzoid
    @terranzoid 6 месяцев назад +2

    That feedback against the ghosts looked broken. I wonder the balance committee is distributed between the races. Also, looks like the ladder is not being taken into consideration.

    • @user-cm1nf6lh9w
      @user-cm1nf6lh9w 6 месяцев назад +2

      I do not think it is realistic what was seen in the video. Gabe already hinted at it. Going that close with that many high templar will just end in the terran reacting and throwing 1 or 2 emps on the ghosts.

    • @skipperg4436
      @skipperg4436 6 месяцев назад

      all Zerg.
      They said in commentary "PvZ is in the good spot now".
      :facepalm:

    • @donfully
      @donfully 6 месяцев назад

      @@skipperg4436 if you take serral out, pvz is roughly 50 to 50 winrate in small online tournaments I believe. it's pvt that is lopsided 60 to 40 in favor of terran

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      ​@@skipperg4436isnt it? I feel like it is, no? I like watching/playing pvz, i feel like it's quite balanced. PvT is always the marchup where toss got slaughtered on 7 base vs a 4 base lib ghost marauder army

    • @skipperg4436
      @skipperg4436 6 месяцев назад

      @@mEtil5656 like the only Protoss who can - sometimes - win against top level Zerg player is MaxPax and even he looses to Serral without a chance.
      Meanwhile, aforementioned MaxPax usually wins against every Terran. With Clem - who is evidently the best Terran today - he have like 50/50.
      At the very least we need a buff to Force Field so it wasn't made irrelevant by just couple of Ravagers. I also want to have Prism pick-up range buffed (to make things like Archon drops and Immortal pushes playable again).
      I feel like the biggest problem of P in PvZ is that you have like one build with slight variations, and what feel almost like a cheese with Twilight opening (super easy to counter for Z if he scouts).
      Personally, I play both Protoss and Terran and I don't feel like there was any imbalance on Diamond/low ML level. Now Terran have no answer to mass Zealot spam. Nor in late game without libs range. I dunno why pros refuse to build air units to kill libs, but its been already next to impossible to loose when you complement Disruptors with Carriers or Tempests.
      (yes, I'm well aware of the irony of me playing T and P, and saying that Z is too strong in one of the match-ups).
      I also don't know why pros use so few openings in PvT. There are so many of them, each of which can absolutely screw T over in debut if he misunderstands it even slightly.
      Regarding TvZ however, change to WM is super bad. Terran already had no answer to Banelings in lategame other than turtling. Which is terrible. Now T would have to turtle even more. Assuming T will not just die to ling-bane flood every game.
      PS. If I was mean I would say that people who made last two patches received kick-backs from Zerg pros.

  • @zxganon677
    @zxganon677 6 месяцев назад

    I hate rapidfire. SC2 should be about skill and not about "look at me I know all the tricks".
    Armory being cheaper might help Mech since you can afford to go 2 Armorys way earlier.

  • @Gammawatt
    @Gammawatt 6 месяцев назад +1

    Terrans act like they don’t use rapid fire for their liberators, burrow, or tanks 😂

    • @skipp3252
      @skipp3252 6 месяцев назад +2

      They don't lol. You use rapid fire for snipes, auto turrets and yamato. For libs only sometimes when you don't care about overlap.
      But that was never the point anyway. His opinion is rpiad fire shouldn't be in the game for any race and I agree

  • @ataleofvalor
    @ataleofvalor 6 месяцев назад

    Can I ask, why did you do 12 stalkers vs 10 cyclones?? They have the same cost and supply, and the easily beat stalkers in an even fight in the early game, don't see how they are weak in the early game, even with blink micro stalkers lose in a 10 vs 10

    • @HeroMarineSc2
      @HeroMarineSc2  6 месяцев назад

      Because Factories are more expensive than Gateways, therefore you always have a few less Cyclones than Stalkers in early game

  • @zerger2419
    @zerger2419 6 месяцев назад

    Can any one tells me what's the name of this map in game?

  • @liamhelot8307
    @liamhelot8307 6 месяцев назад

    "I don't like rapid fire"
    me: amen ❤❤
    "i also don't like the zerg spam"
    me: hahaha, i was acting 💀

  • @KaratePath
    @KaratePath 6 месяцев назад +1

    i would put it that to see the new widow mine visuals you had to play with max graphics... Jesus i hate these pros streaming with so bad graphics quality. I think it even damages the game as a new player would see this and think this is tetris instead of a really nice looking game...

  • @Justbleed434
    @Justbleed434 6 месяцев назад

    uthermal said the same thing about the absurdity of rapid fire

  • @reaLBERG
    @reaLBERG 6 месяцев назад

    🔥

  • @svsv1191
    @svsv1191 6 месяцев назад

    is hero marine on the council?

  • @bennguyen2149
    @bennguyen2149 6 месяцев назад

    I agree rapid fire is dumb for abilities, but I don't think putting your repeat rate high for unit production is all that bad

    • @Appletank8
      @Appletank8 6 месяцев назад

      Honestly, it should just be a standard part of the game, and a set rate for everyone. Maybe even unique rates for different units if you want to be fancy. Being a bit hidden and needing to be manually set is really bad.

  • @kevinmills3329
    @kevinmills3329 6 месяцев назад

    How do I find this unit tester? Looks Amazing!

    • @HeroMarineSc2
      @HeroMarineSc2  6 месяцев назад

      It is called Advanced Unit Tester on Arcade

    • @kevinmills3329
      @kevinmills3329 6 месяцев назад

      Found it. Thanks!

  • @Leeway4434
    @Leeway4434 6 месяцев назад

    in my opinion rapid fire evens the playing field--everyone can click just as fast as anyone else. It just needs to be better built into the default hotkeys so noobs can do it without watching a youtube tutorial

  • @zeheero
    @zeheero 6 месяцев назад +1

    Show us rapid fire please!

  • @djenrotnac3482
    @djenrotnac3482 6 месяцев назад

    sc2 is meant for zerg honestly specially there spell caster,why not nerf that instead. . .

  • @mglegacy012
    @mglegacy012 6 месяцев назад

    Great video! I generally think that buildings existing should not provide upgrades. Make drilling claws and invisibility separate upgrades, and put them on the armory or something so you don’t have to use a tech lab. I guess it happens with Zerg overlords also, but much less oppressive. The alert is stupid, someone already mentioned there’s no alert for anything else. It only affects pro gamers at the highest level. If you don’t see a medivac come into your base, you should be punished. Rapid fire is the worst, cyclone seem too powerful in the late game but getting there should be tough too. Interested to see how these changes play out!

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      I like the alert, the widow mine is so cheap and easy to build in comparison to other ways of doing a drop like that. So to me its fair

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    i appreciate YOU, but ill be quiet

  • @jamesbuijs6742
    @jamesbuijs6742 6 месяцев назад

    widow mine changes are DOPE, they just did too much damage too quickly to mineral lines before and 2 or 3 mines could single handedly save a dead terran.

  • @daPawlak
    @daPawlak 6 месяцев назад

    Removing rapid fire would be a good change for sure.

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      Would make phoenix unplayable

    • @daPawlak
      @daPawlak 6 месяцев назад

      @@mEtil5656 would make mass phoenix less viable but it would be a significant nerf for some strats of all races

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      @@daPawlak all races except terran you mean?
      Edit: nvm i forgot about ghosts. But still it would hurt toss by far the most since you need it more things there. Also as i said some units would just become really bad without it, which could make units that used to be countered by that really strong. Like ghosts and ultras or ravergers and tanks

    • @daPawlak
      @daPawlak 6 месяцев назад

      @@mEtil5656 how about snipe? No rapid fire changes completely TvZ late game

    • @daPawlak
      @daPawlak 6 месяцев назад

      @@mEtil5656 sure that would be a large change that would require a lot of units rebalanced. It would however get rid of significant artificial hurdle that divides "casuals" and "try hards" not on game skill level but on willingness to mess with operating system settings and editing text file just to play video game a bit better.
      For the record I use rapid fire myself, in current game state it's a must for all races at some point or you are just stuck.

  • @LUX711
    @LUX711 6 месяцев назад +2

    So they feel the need to nerf mines but not queens?🤷🏻‍♂️ cmon man

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      They already nerfed queens several times over the last few years

    • @sakesaurus
      @sakesaurus 6 месяцев назад

      ???

  • @matthewclark7955
    @matthewclark7955 6 месяцев назад +1

    Pahahahahaha protoss too stong 😂😂😂😂😂😂😂😂😂😂😂 lets see if toss can remain in top gm/win major tourneys for 10 years straight then maybe its as strong as terran

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    love you man, but i cant keep being a softy. im not watching you for anything but to enjoy

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    what do i need to say, i dont speak german

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    love you man, sorry

  • @moth7579
    @moth7579 6 месяцев назад

    yeah, rapid-fire should be removed. It's just annoying to play around caster spam. Like it was with ghosts vs lurkers with literally no other good counterplays besides spamming snipe with mass casters which feels wrong. all casters and aoe should be nerfed so it could be about actual units and rock-paper-scissors fighting

  • @kistovisback
    @kistovisback 6 месяцев назад +4

    Protoss too strong? what universe is this?

    • @malekiththeeternityking5433
      @malekiththeeternityking5433 6 месяцев назад +1

      The one where Toss players complained so much they just got three striaght patches of nothing but buffs.
      And when Serral or Dark wins again they'll nerf Terran again

    • @N0noy1989
      @N0noy1989 6 месяцев назад

      @@malekiththeeternityking5433 nerf Terran? the f are you talking about? It's straight nerfs for Zergs since 2018. Last year, it was Terran fiesta in GSL because of the buffs. When Serral goes to Finnish military this year, Terran whiners can no longer defend that Terran is OP because Zerg statistics will plummet.

    • @malekiththeeternityking5433
      @malekiththeeternityking5433 6 месяцев назад +2

      @@N0noy1989 Zerg is the only race that can remax during a fight.
      They go a throw away 30 banes and 80 lings buts that's ok cause Queens are the most broken unit in the gamr.

    • @mEtil5656
      @mEtil5656 6 месяцев назад +2

      ​@@malekiththeeternityking5433 well, yeah they have to or otherwise they dont win. Its the design of the race. As a terran you trade insanly well during all this tho, so if you do it right at some part the zerg won't have any minerals left

    • @rice9224
      @rice9224 6 месяцев назад

      ​@@malekiththeeternityking5433 "zErg oP caN reMax iN fiGhT" as if terrans aren't twice at effective at trading, don't have mules to out mine a zerg with 20 more drones. As if ghosts don't counter every single late game zerg unit.
      the cognitive dissonance to cry "wah wah your race so op my race so weak waah waah" about every single fucking thing is crazy.

  • @NativeNewMexican
    @NativeNewMexican 6 месяцев назад +3

    For all the "rapid fire" haters who almost always are Terran: you have "press T once" and instantly superpower 100 units; "press D once" to buff all of your tanks; and the same goes for hellbats and liberators. It's completely unfair for other races have a way to quickly be able to use a powerful effect, right?
    If you want to get rid of rapid fire, make stim, seige mode and any transformation require a key press for each unit or maybe, just stop whining when the game becomes less cumbersome for other abilities like it did when you could select all of your marines and stim them with 2 key presses.

    • @mEtil5656
      @mEtil5656 6 месяцев назад

      Good point, i guess. Some units are just designed with rapid fire in mind. Have fun picking up a mineral line of workers with 30 phoenix, without rapid fire. It's almost impossible.

    • @HeroMarineSc2
      @HeroMarineSc2  6 месяцев назад +2

      😂

    • @eclipseeffigy
      @eclipseeffigy 6 месяцев назад

      💀

  • @MrRonniekarn
    @MrRonniekarn 6 месяцев назад

    i dont play fortnite bro

  • @User-hr3tv
    @User-hr3tv 6 месяцев назад

    for Aiur!

  • @DrunkSober-n2h
    @DrunkSober-n2h 6 месяцев назад

    I think they shuld revert cyclone change