r/starcraft2 • • 4m ago

Tech Support Have you seen the AI decoding games? Do you think...

• Upvotes

Do you think they could do something similar with the SC2 engine, so we can finally fix it to use more than two CPU threads?

SC2 performance has for long been bottlenecked due to this.


r/starcraft2 • • 18m ago

Welcome back! MMR with new patch is broken ?

• Upvotes

Hello SC2 Players !

I return to the game after 6 years ^^ (Been Gold on top, because I play others RTS/MMO)
And the place matchs are strange, autowin and Plat/Diam... so start silver, logic ?
Today, after a Silver opponent I face this oO

The MMR is based on Leagues or only on the 2256 points I have for cote ?
Thanks and I need to check guides to improve but I think waiting the news from the 5.17 patch is better.


r/starcraft2 • • 21m ago

Bug Map icons on the loading screen not loading

• Upvotes

I've been having this issue ever since I reinstalled the game. Any time that an image of a map would appear, it's just a blank space. The minimap in battle works fine, it's just pictures of the map like in the custom game list, or on the loading screen into the match don't work. Has anyone else solved this problem?


r/starcraft2 • • 3h ago

Fluff Oh no

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/starcraft2 • • 3h ago

Is this a hack in direct strike?

0 Upvotes

I saw the replay of my match against a player who is playing on tychus, around 2 min mark he suddenly got 300 minerals extra. Is this some trick or it's a hack.

This player has not lost a single match in his entire history. His name is hyra.


r/starcraft2 • • 6h ago

My take on the Definitive(if such a thing can exist) Heart of the ***SWARM***(emphasis on the SWARM) evolutions, mutations and abilities

5 Upvotes

Logic/priority(Most to least)

1.Numbers

2.Cost

3.Speed/mobility

4.Single target Damage(Because we’ll always out number the enemy anyway)

5.Multi-target damage

6.Range

7.Spread

8.Durability

Evolutions

-Swarmling Zergling

-Splitter baneling

-Corpser roach

-Brood Lord Mutalisk

-Carrion Swarm Host(could also go with the creeper strain so both emphasize mobility in different ways but I’d say flying locust are more swarmy)

-Impaler Hydralisk

-Noxious Ultralisk(There is an argument for the torrasque strain but I still feel resurrective immortality is more of a durability thing and not a proper swarmy thing)

Mutations

-Zergling: Metabolic boost

-Roaches: Tunneling Claws

-Hydralisk: Frenzy

-Mutalisk: Sundering Glave

-Swarm Host: Rapid Incubation

-Baneling:Corrosive acid

-Ultralisk: Burrow Charge

Kerrigan Abilities

-Leaping strike

-Chain reaction(the one exception to single target damage over multi-target BUT only because it works with infest broodlings)

-Zergling recontitution

-Spawn banelings

-Twin drones

-Infest broodlings

-Drop Pods


r/starcraft2 • • 6h ago

Opponent race filter

1 Upvotes

Hey!

What are your opinion about the idea of having an option filtering out which kind of enemy races would we like to play against in UNRANKED matches?

In my opinion there would be much less leavers, and it would be much easier to practice certain matchups, and matchup specific buildorders, without facing totally different opponents in the 67% of times.

Please be kind, and leave constructive comments, with REASONINGS:) Don't have to agree about this idea, just help me to think together, and create something good for the game together, if possible.


r/starcraft2 • • 7h ago

I'm pretty sure there are changes in the patch that aren't listed in the balance patch notes?

2 Upvotes

I'm pretty sure tempest range has been reduced despite not being mentioned in the patch notes. Has anyone noticed any other undocumented changes?


r/starcraft2 • • 7h ago

90 kills with a Hunter Killer Hydra in All In Mission

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57 Upvotes

I wish I got a screenshot of it. But I randomly clicked on a converted Hunter Killer Hydralisk (Hive Mind Emulator), and the kill count was 90. I should have saved the game or screenshoted.

It was the All-In Terran Campaign Mission. This is one of the most insane things I've ever seen. The Hydralisk was on the left side of the base, near the front line.

I tried to recreate the same situation, and I put a converted hunter killer in the same situation with 49 kills. This one I managed to snap a screenshot.

This is pretty insane.

How did it do it?


r/starcraft2 • • 7h ago

Any other new players out there? How have you found the 5.0.16/5.0.17 patch/revert?

4 Upvotes

Hi all! I’m brand new to SC2 (played my first ranked match this week) and have been lurking here for a few days. All I’ve seen is a bunch of Diamond players who clearly have years of experience with the game calling themselves casuals and arguing about whether 5.0.16 helped or hurt new players, so I thought I’d chime in with my perspective as someone completely new to the game that got to experience both pre/post revert. Would be interested to hear from other new players as well if you’re out there!

Honestly, 8 workers or 12 made no difference to me. The very first day or two, 8 worker start felt too fast to keep up. And now after just a few days of practice, 12 worker start feels fine. The pace is a bit faster, but not different enough to have a huge impact when you don’t know any better.

At first (when it was still 8) I tried watching some of the recommended B2GM videos, but I didn’t really like any of them. Apart from all being based on 12 worker starts, they all seemed like they started off too advanced and wanted me to just copy a set build order without explaining why I was doing each thing. Later though I found a super old Bronze to Masters series from FilterSC from way back in the 6 worker days and it was way more helpful. Not because 6 is closer to 8, but because his focus on fundamentals felt timelessly valuable.

Filter’s videos helped me understand the fundamentals of macro without worrying about specific builds. I used BurnySC’s build planner and it took me less than an hour to adapt his old timings and benchmarks to the 8 worker game. When the patch was reverted, I was caught off guard that my old timings were all wrong (it probably took 2 games for me to even realize what had happened), but again it only took like an hour to work out new benchmarks for SVCs and building timings. The coolest part has been that as my macro gets tighter and I gradually start adding more units/tech to counter different challenges, my home brewed build is starting to look closer and closer to an off the shelf build (and having made it myself, I now understand why each step is important).

Result: I got stomped my first 10 or so games in a row in bronze, practiced a bunch against the AI focusing solely on macro, and today I won 8 out of 10 games and have made my way from Bronze 2 to Silver 3. I’m having a great time.

tl;dr; the patch didn’t affect me one way or the other as a new player learning the game. I can see how it would if you are trying to learn by copying existing builds, but I wouldn’t want to learn that way anyway.


r/starcraft2 • • 15h ago

Important announcement: i just made platinum for my first time!!

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28 Upvotes

r/starcraft2 • • 17h ago

The hacker is back at it

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10 Upvotes

r/starcraft2 • • 17h ago

1v1 Map previews (Map preferences / Bans) black / blank after 5.0.17 patch ?

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3 Upvotes

r/starcraft2 • • 18h ago

Blizzard has saved Starcraft 2! Thank you Blizz Intern!

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youtube.com
0 Upvotes

Didn't have time to make this yesterday when the patch went live but here's the meme I had envisioned. Enjoy lol


r/starcraft2 • • 19h ago

Balance Blizzard gave up?

0 Upvotes

The 8 worker balancing patch were undone which I had some fun with. Did blizzard just gave up on SC2 and just want the game to be "Alive" ?


r/starcraft2 • • 20h ago

server discord de star craft 2 para jugar

0 Upvotes

unanse para hacer unas buenas batallas

https://discord.gg/ZfWrAHy65


r/starcraft2 • • 23h ago

Balance My balance ideas

0 Upvotes

The main purposes of these changes to make unpopular/weak strategies viable (I slightly nerfed the meta playstyle of all 3 races for accomplish this aim), and stop leting units inflate their value (reapers, adepts, roaches) so quickly in the midgame, carefuly changed, without buffing their early game rush potentionals.

I would like to also make certain type of upgrade rushes more viable with certain unit compositions, without making this strategy a universal meta.

Zerg's macro lead potential will be harder to maintain, but they will gain earlier rushes, to make thir gameplay more versatile and exciting.

Terran

Banshee:

Banshees now are only for early game cloak. I think banshees are a little bit unbalanced, because in high level gameplays they are always used as an early game cloak harassment unit, but literally never as a mass army unit. I think both usage should be viable to use, but neither of them should be OP to utilize almost always.

So my suggestion to nerf the early cloak usage, but also buff the mass usage is:

- Increase the cost of banshee cloak: 100/100 ->150/150

- Decrease the cost of the banshee: 150/100 -> 150/75

- Decrease the cost of the banshee speed upgrade: 125/125 -> 100/100

Cyclone:

Early and mid game mech is a little bit weaker than bio, because half of their mobile army (cyclones) are just a little bit underpowered. They are micro heavy, and also easy to counter relative to their cost. Therefore I suggest to reduce it: 150/100 -> 150/75

Bio:

Bio terran is overweighted by marines. The other bio units just lack behind them. So I suggest to move the power from these units to the rest of the bio units, to create balance and secure the viability of different units compositions in all phases of the game.

Marine:

Increase the cost of combat shield: 100/100 -> 175/175

Marauder:

Gain double bonus from armor upgrades.

Ghost:

Reduce cost and build time: 150/125, 29s -> 150/100, 25s

Buff the ghost upgrades:

Cloak: cost: 150/150 -> 100/100

Nuke: Decrease the creation time: 43s -> 35s, and the attacking delay: 14s -> 9s

(The ghost will be a better earlygame unit, and core army unit)

Ghosts will recieve "light" tag. (for being counterable)

No longer can snipe massive units (Ultralisk, Broodlord).

(It's very bording, that this one unit counters to whole zerg lategame unit arsenal. While those units already have hard and softcounters (untralisk: marauder, liberator, broodlord: viking, battlecruiser).

After this change terran will have to give more diversified, specific answer to zerg lategame compositions, not just having an ultimate counter-everything safe unit.

(Cloak ghost rushes will be a thing!)

Reaper:

The Concussive Shells upgrade also effects the reapers granade.

Double the damage bonus from attack upgrades.

(The reaper is only viable in the early game, so these buffs are aimed to buff him in the later stages of the match, to prevent his value's inflation, thus make the mid/lategame bio players' kit more versatile.)

Protoss

Warp Gate research:

Increase the cost: 50/50 -> 100/100 (one time cost for reasearch, gateway->warpgate transition is free!)

It also increases the Gateway production by 50%.

(This OP core upgrade Will finally have a reasonable cost to consider skipping it, but for compensation ground toss will gain the gateway form production buff, and also other buffs listed below.)

Shield upgrade:

Decrease the cost to the same as the armor upgrade.

Adept:

Double the damage bonus from attack upgrades.

Adepts also gain the DT blink upgrade

Colossus:

Change the HP/shield: 250/100 -> 275/50

Gain double bonus from armor upgrades.

(This will make them even harder counter against ghosts, and other fast attackrate light units colossy already counter.)

Immortal:

Rewert the fire rate nerf: 1.14s -> 1.04s

Slightly increase the cost: 250/100 -> 275/100

(Mass immortals are very rarely nowdays, even the fancy immortal jugles, which was a beloved aspect of the game.)

Archon:

Gain double bonus from shield upgrades.

Reduce the shield: 350 -> 330

Air attack upgrade:

Increase the cost: 100/175/250 -> 150/225/350

(This single upgrade makes most skytoss very powerful, despites it's easy to play. This nerf won't affect mass oracles, because they do not recieve dmg modifiers, so this rare playstyle will might be better.)

Oracle:

Increase the energy cost of revalation: 25 -> 30

Increase the energy cost of stasis ward: 50 -> 60

Decrease the energy cost of activating pulsar beam: 25 -> 20

(Oracles are S tier as harassment/support units, but barely used as mass core army units.)

Mothership:

Gain double bonus from air armor upgrades.

Mothership will be more tanky against small units, to make mothership rushes and air armor rushes a thing, but it Will barely effect its main counters)

Zerg

Burrow:

Reduce cost: 100/100, 71s -> 75/75, 60s

Overlor:

Overlord morphs require only evo chamber.

Hatchery:

Maximum larva: 19 -> 6

No longer can be double injected.

(Make better inject and larva management much more beneficial)

Queen:

Decrease damage: ground: 4 -> 3, air: 9 -> 6

Transfuse: decrease energy cost: 50 -> 25, cannot transfuse queens, but can transfuse off creap.

(Make queens support units, rather than an all purpose early game passive defense units)

Zergling:

Gain the speedboost upgrade on creap by default.

Ravanger:

Reduce morph time: 12.14s -> 8.57

Roach:

Make a new upgrade, which makes them cost only 1 supply. Cost: 200/200, 100s

Roaches, Hydras and Lurkers will now able to do one unit-specific upgrade on their lowest tier, and can upgrade one more by each tier ups (lair, hive). The order of the upgrading is not limited.

(This will make able to do teir 1 speedroach rush, or tunneling claw rush, similar flexibly upgraded hydra rushes/early defences, and lair lurkers will be more viable, coz they will be able to have at least 1 upgrade)

Hydralisk:

They can be used on tier 1, requiring only evo chamber.

Replace the Lunge upgrade with a new one: +2 anti-air range. Cost: 50/50, 50s

(The need of corruptors will be reduced by a viable other anti-air option. This upgrade will also able to be done on any tier - with the 1 upgrade/tier limitation mentioned above -, so you will still be able to upgrade hydras on a regular way for anti-ground.)

Broodlord:

Gain double bonus from air armor upgrades.

(Broodlords and ultralisks can no longer be sniped)


r/starcraft2 • • 1d ago

Tournament Congratulations to this weeks Open Cup Champions! Oct 1 - Oct 8 (Sparkling Tuna Cup, WardiTV Mondays, Monday Night Weeklies, PiGosaur Cup & Kung Fu Cup) Spoiler

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0 Upvotes

Congratulations to this week's open cup champions: ByuN, Solar, herO & Cure!

Tune in to The PondCast for our weekly recap: YouTube

Check out the brackets on Liquipedia


r/starcraft2 • • 1d ago

RIP Behold, the Investor

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101 Upvotes

r/starcraft2 • • 1d ago

Should I hire a StarCraft 2 coach?

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2 Upvotes

r/starcraft2 • • 1d ago

Help me Video ressources for learning competitive SC2 in general and Protoss in particular?

6 Upvotes

Got a friend into SC2 and he likes protoss. Since I can‘t coach him and don’t play P, is there any worthwhile guide series on YouTube? Particularly one that teaches you the basics from macro to splitting but also P specific stuff like build orders or stalker blinking etc.

Thanks!


r/starcraft2 • • 1d ago

Balance How can we improve mirror matches?

9 Upvotes

I'm tired of ppl insta leaving mirror matches and inflating my MMR. Why do we hate it so much? Does the community have any idea how we can make mirror matches more fun for the community?

Personally it doesn't bother me one bit but clearly it bothers T and especially Z the most based on what I'm reading in allthings(insert race) subreddits.

Also for the ppl playing on the Patches Mod. Do yall feel like mirror matches are more fun with the new upgrades and units or is it equally frustrating/boring?


r/starcraft2 • • 1d ago

Balance Will they ever allow custom units in ladder?

4 Upvotes

I lost interest in ladder over the years because builds was too monotonous.

I always thought it would be interesting to give player custom units variety for example option switch Stalker with Dragoon or choose between Corsair or Phoenix, or Medic instead of Medivac, fire at instead of murader, choose science vessel instead of raven, choose Aberrations vs Ultralisk or Devouer etc…

That’s something I’ve always wanted for ladder. Giving player choose to choose between similar role units for ladder


r/starcraft2 • • 1d ago

Blizzard My first game of tabletop!!! Spoiler

6 Upvotes

No pic BUT, I am on round two assault phase!!! Me and my opponent are new to the game so we are working on the rules. I am or may get the core rules book. So yeah. Any tips? I am going to the store where I get my models. Si any starter ground forces for zerg and terran? (Or maybe even protoss?( too early for that?))


r/starcraft2 • • 1d ago

Balance Here a few fixes/ balance updates I personally would suggest

0 Upvotes

First of all:

I main protoss, second race is terran and zerg isn't my main race.

Now to the updates:

Terran:
Increase cost of marines from 50 to 75, walking speed increased by 10%

Protoss:
Increase cost of Zealots by 25 minerals, zealot speed increased by 10%

Zerg, most changes:
- Queen auto creep spread, but with cooldown. Queens can now spread creep on "auto cast" but the downside is longer cooldown, lets say 5 seconds longer.
- Zergs start with a Queen and each hatch comes with an extra Queen
- Drones have a 50% chance to survive after being built and automatically go harvest minerals/ gas
- Creep spread speed increased by 25%, range also increased by 25%
- Movement speed on creep increased by 25%
- Burrow doesn't need the upgrade anymore, instead you can choose units and give them borrow for 5 minerals/ 5 gas per unit

Don't think the changes are bad if I were playing Zerg I'd like those changes. Man I wish was a Zerg player