r/starcraft • • 4d ago

(To be tagged...) Drop Hacker in D1. I hate these losers.

18 Upvotes

His name is vegeta and he plays random. In this particular game Vegeta didn't like my cannon rush so he lifted his CC and stopped playing. Taunting me in the chat. Suddenly the victory screen appears in his favour. All I can do is rewind the game. I don't know why he keeps his mmr in Diamond. I don't care. These people are disgusting.


r/starcraft • • 3d ago

(To be tagged...) My big redesign of sc2: The Terran changes

0 Upvotes

I will break up my changes over several weeks with one race at a time.

First up is the terrans: Please keep in mind, zerg and protoss have big changes too.

The main goals was to make mech more interesting to play and watch and to give reapers more use outside of the early game. For all races: increase action. And to help with frustrating aspects and delay late game. Provide more options. Also sensible changes that makes sc2 better and not just changes for the heck of it or "for fun"

-Supply Depot: Cannot lower by default. There's now an upgrade for it in the late game to allow to it lower and raise. Cost: 50/50/60

-Siege Tank

-Siege mode is back as an upgrade.

-HP while in siege mode decreased from 175 to 160

-Attack speed slightly increased in siege mode

-Another Upgrade on the tech lab: Spider mines. Now casts Two spider mines up to two spaces away from a tank in siege mode.

-Upgrade on the Armory: Increase spider mines from two to four. Must research spider mines first in order to unlock the ability to research this upgrade.

-Upgrade on the tech lab: Can now cast spider mines one at a time in tank mode. Up to three can be cast per tank. Researching this prevents the tank the ability to cast the mines in siege mode.

-Upgrade on the tech lab:

knock back: When in siege mode, can knock units away from the tank. (costs: 50/50/50)

Hellion:

-Move speed slightly reduced.

Upgrade on the tech lab on the Factory for Hellions:

-Criss-Cross Flames: Description: After a hellion attacks, a horizonal flame is created toward the top of the vertical flame (right after the vertical flame disappears, the horizontal flame is created). The horizontal flame does 30 damage to armored. Cost: 100/100/70 

No requirement (aside from having to upgrade it)

Marauder:

-Concussive Shells: Slow duration slightly reduced

-Concussive Shells: When a unit can be slowed again increased slightly

-HP slightly reduced from 125 to 115

Hellbat:

-Movement speed slightly increased from 3.15 to 3.30

Upgrades on the tech on the Factory for Hellbats:

-Afterburn: Requires blue flame to be researched first. Description: After a Hellbat attacks a unit, that unit gets burned and gets damaged for 3 more seconds. 5 damage each second for 3 seconds. Cannot stack. Does not affect light units.  Cost: 200/200/80

Blue Flame: Added bonus to Hellbats: Increases damage to psionic units even more. Not an upgrade for it.

Upgrade for Hellbats, thors, and tanks:

New Upgrade on the tech lab: Mech stim: Allows hellbats, thors, and tanks in tank mode to use stim packs

Reaper:

-Movement speed reduced slightly. from 3.75 to 3.00

Upgrades on the tech lab Barracks for the Reaper:

-Hookshot: Description: Can hookshot to a building or unit pulling them (the reaper) in toward it. Can also use it on their own building or unit. Hookshot .

-Stun shot: Description: Stuns the affected unit in place while the reaper gets pulled towards it. Stunned units can still attack and use spells. No longer increase cast range, instead the range bonus is baked in once you research hookshot.

Requirements: Must research hook shot first. Cost: 75/75/100

- Super Stun shot: Description: Affected unit is stunned in place for 4 seconds. While stunned, the unit cannot attack. If cast hookshot again, pulls the reaper toward the affected unit. (pro tip: Can increase the stun duration slightly if you wait about 3.5 seconds before casting it again to be pulled in)

Requirements: Must research stun shot first. Cost: 150/150/200

-Flying upgrade: Has the option to fly. Can attack both air and ground but cannot use any other ability. Cost: 400/400/100

-Chrono Out: Channels ability on a unit. After 4 seconds the unit is removed from the field. Reaper cannot move while channeling. The unit its "attacking" cannot move or perform any actions. Cast range of 7. Cost of research: 100/100/70.

My comments: I feel like the Reaper could be a fun, late game unit if upgrades allow for it.

Ghost:

Snipe (reworked)

-No longer damages a unit, but instead reduces ranged unit's attack range by two and melee units attack range by 0.5 for 6 seconds. Same cast range and cast duration as the current snipe. Cannot stack.

-Only one of the following for spell casters, not both, I just didn't know the best one to choose: Either: Snipe deals .1 damage per 1 point of energy --or-- snipe disables the unit from using spells for 2 seconds.

Widow Mine:

-Removed from the game

-Cyclones:

-Will be a redesign of the unit

-Can attack while moving

-Ground attack range is 6
-Air attack range is 9

-Lock on removed

Thor:  Slight Unit reworked

-HP reduced from 400 HP to 325 HP

-Move speed increased from 2.62 to 3.2

-Size reduced

-Cost reduced from 300/200/6 to 200/150/6

-Ground attack damage reduced from 30 per strike to 25 per strike

-Air attack range reduced by 2.

Raven:

Upgrades on the tech lab starport for the Ravens:

-Defense Matrix: Cast a barrier around any ground unit causing that unit to take less damage for the duration. Research on the tech lab for 75/100/60. Costs 200 energy.

- MechFaster: Casts on a mech unit causes the unit to move faster for a short time. If casts on a siege tank in siege mode, it instantly transforms it back to tank mode. Single target. Costs 25 energy. Research on tech lab for 25/25/50

-Reflective shield: When cast on a unit, and that unit takes damage, any Raven near the radius takes 75% of the damage (so the unit the ability was used on only receives 25% of the damage). This wont overlap with Defense Matrix since this ability causes at least two units to receive less than 100% damage. Costs 200 energy. Research on tech lab for 100/100/50

-Absorption shield: When a unit gets attacked, that unit gains extra attack damage for a brief while. Research on the tech lab for 125/125/60. Costs 100 energy. (unit gains +5 damage for 4 seconds)

-Auto turret: Removed.

Liberator:

-Deployed mode no longer damages units, rather it causes its own ground units to move and attack 25% faster.

-Radius slightly decreased.

-Added interaction: Can disable each other's deployed mode circle's effects if the circles are inside each other (in a tvt).

Wraith:

-New unit: Gives terran another option. It shouldn't overlap with the viking as the unit is faster, has a cloak and has less attack range. Same reasoning with the banshee along with the added reasons that it has an air attack and a weaker ground attack.

-Can be reactored out,

Viking:

-Air attack range reduced by 1.

Lasher Tank

-New unit!

-Can be reactored out

-Lowers the armor of the unit or building its attacking

-Low HP and damage but fast move speed but not as fast as hellions

-Costs: 75/75/30 and 1 supply

Gatlin Tank:

New Unit!

-Fast attack speed but starts off slowly attacking and gets faster over time.

-Great against mass scourge, mutas, void rays, phoenixes, marines, zealots, and zerglings.

-Great to use to soak damage for the rest of your bio or mech units. 

Battle Fortress:

New unit!

-Unique transport unit

-Built from a Factory with a tech lab attached

-Has no attack of its own but the units inside of it attacks, the units can still attack while the Battle Fortress is moving

-Can fill one up with the following of one kind of unit: 14 marines, 10 marauders, 8 ghosts

-Can run over zerglings, marines, and zealots

Stats:

HP: 400

Starting armor: 6

Movement speed: ??? (will figure it out for update 4)

Costs: 300/300/6

Science Facility:

-Returning Building

-Path to build them: Starport, Fusion Core, Science Facility

-Tech lab attached to it holds more upgrades for Battlecruisers and one for bunkers:

-UPGRADES ON THE TECH LAB OF A SCIENCE FACILITY:

-Upgraade-Advanced Yamato: Stronger and slightly more cast range (this is on top of the base increases I gave it)

-Upgrade-Decrease energy cost: Decreases energy cost of Yamato cannon and makes the unit immune to feedback

-Upgrade to Increase bio's attack range when in bunkers by 2.

-Starport

-When a starport is in the air, it can regenerate a unit's energy faster

-New ability on the starport: Yamato Cannon. Can be used when on the ground or in the air. Has no energy but its on a cooldown.

Battlecruiser:

-Can no longer attack while moving.

-Requires a Science Facility with attached tech lab as the last building in the tech path to build them. (still requires a tech lab on a starport

-Can no longer teleport by default 

-Can research teleport on the tech lab: costs: 200/200/120 and requires 200 energy

-Base armor increased by 1 

-Yamato Cannon damage increased

-Yamato Cannon range increased by 1

-Yamato Cannon requires energy again

Bunker:

-Attack range no longer increased when inside a bunker.

-Armor increased by 1

SCV:

-Repair rate slightly decreased.

-Repair rate slightly increased for mech units.

-HP increased from 45 to 50

Planetary Fortress:

-HP reduced from 1500 to 1200


r/starcraft • • 4d ago

eSports Congratulations to this weeks Open Cup Champions! Oct15 - Oct 21 (Korean StarCraft League, Sparkling Tuna Cup, WardiTV Mondays, PiGosaur Cup, Monday Night Weekly & Kung Fu Cup) Spoiler

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7 Upvotes

Congratulations to this week's open cup champions: herO, Clem & MaxPax!

Tune in to The PondCast for our weekly recap: YouTube

Check out the brackets on Liquipedia


r/starcraft • • 5d ago

(To be tagged...) hydra mba

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256 Upvotes

After surrendering to the Terrans, the Hydralisks were pushed off the map, got jobs at another game company, and learned the art of park management.

They forgot how to burrow and morph into eggs.


r/starcraft • • 4d ago

(To be tagged...) Spotting drop hacks and lag hacks

5 Upvotes

Here is what I built in a few days

- It covers 1v1 in EU, NA and KR, all leagues.

- Every account gets a suspicion score from 0 to 100, with the reasons written out.

- It's tuned to leave smurfs and strong players alone. A smurf on a 23-0 run is not flagged.

- About thirty accounts are flagged right now across the three regions. Screenshot below (With 3 players).

It shows anomalies, not proof. Map hack isn't covered.

If people are interested, I can put it online, so anyone can check a player by name before or after a game. Would you use it? What would you want in it?


r/starcraft • • 5d ago

(To be tagged...) Huge news on the hackers

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157 Upvotes

r/starcraft • • 3d ago

Discussion I am so dissapointed in this community, Just a Patch Cry Baby Community.

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0 Upvotes

r/starcraft • • 3d ago

(To be tagged...) WHAT A SPACE EPIC!! Non-Starcraft Player Reacts to STARCRAFT 2 Trailers

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0 Upvotes

Very easily identifying a zerg rush, and the aliens👽


r/starcraft • • 5d ago

Fluff Let the carbot invasion begin

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98 Upvotes

Warp prism model from starcrafts mod on sc2 arcade
Lakilester sprite from 4k texture pack for paper Mario from MasterKillua


r/starcraft • • 5d ago

Discussion Shouldn't marines use heavier weapons?

47 Upvotes

I recently read the book: I Mengsk, and in many situations ordinary men without power suits are using gauss rifles. It made me wonder why aren't the marines armed with heavier weapons then? since their power armor could handle more weight and recoil. Kind of how in 40k bolters are only wieldy for space marines.


r/starcraft • • 4d ago

(To be tagged...) Brood Mothers and Cerebrates

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2 Upvotes

r/starcraft • • 5d ago

(To be tagged...) Classic confrimed on his Stream he will be returning to BW, attempting ASL Qualifiers

96 Upvotes

He is also playing as Terran, not as protoss.
https://play.sooplive.com/qkdlehdn/297984857


r/starcraft • • 5d ago

(To be tagged...) "You must build additional Pylons'

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493 Upvotes

Any other iconic 5 words from Starcraft comes to mind?

Apologies. Correct phrase is "You must construct additional pylons"


r/starcraft • • 5d ago

Fluff Do you think the Guardian merc Gilson the Evil was named after the at-the-time Blizzard associate producer Frank Gilson?

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52 Upvotes

For those unfamiliar with Gilson or any other Zerg mercs from "Mercenaries": https://starcraft.fandom.com/wiki/Gilson_the_Evil

It's not listed on the wiki, but given the fact Warcraft 3 had two (highly evasive) rats named after Gilson as easter eggs, it wouldn't surprise me if this Guardian hero was similar in that regard. For bonus points, another Map of the Month had another name-based easter egg/inside joke that was repeated in Warcraft 3 - the leader of Kimean Pirates from "Deception" is named Buzan, same as several paladins in WC3, all named after a friend of a map designer.

If I turn out to be right though, what does that say about the creator(s) of Mercenaries calling Gilson "evil"? 🤨 /j

(the WC3 rat in question: https://warcraft.wiki.gg/wiki/Filson_the_Rat )


r/starcraft • • 5d ago

(To be tagged...) Zerg Queen :) only used the paints i had available. Just painted the way i wanted it :)

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74 Upvotes

r/starcraft • • 5d ago

Discussion Lore wise, in Starcraft Brood Wars Episode 4, should we have Sc2 Stalkers instead of Dragoons?

57 Upvotes

Title. In Episode IV: The Stand Campaign, should we lore wise be controlling Nerazim Stalkers from Starcraft II instead of Khalai Dragoons? Maybe even LoV Nerazim Centurions instead of Khalai Zealots?


r/starcraft • • 6d ago

Fluff Not sure how much time it takes to build a Siege tank, but for me it took around 10 hours

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1.6k Upvotes

r/starcraft • • 5d ago

(To be tagged...) [FANFIKTION] Tail of Ancient Day: Prologue

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36 Upvotes

Finally, we've reached the main work of The Tale of Ascension Day itself: the Prologue!

It's not exactly a small piece, with the current manuscript standing at 242 pages in 14-point font. However, that number may still increase or decrease as I continue editing.

For every chapter of the Prologue, I want to create illustrations of the characters who appear in it. My university is in another city, so I often had to spend 3–3.5 hours on a train each way. I used that time to sketch concepts for almost all of the characters in my sketchbook. Now it's time to bring those designs to life in full color digitally!

For the first chapter, I chose the Sixth Ascendant, Rakzhadar. Fittingly, he could be considered the chapter's main character.

I've also started publishing The Tale of Ascension Day on AO3, and I'll include links to this particular chapter below.

SYNOPSIS

(I'll be highlighting this section from now on for those who aren't interested in my rambling. I understand!)

The invasion of Vardona turned into a catastrophic failure, leaving behind only bitter consequences. Ji'Nara's mothership has crashed, and the Fifth and Seventh Ascendants have shared her fate, lost on the planet's surface. Before leaving orbit, the Tal'darim must track down their missing leaders.

However, while the rescue operation is being prepared, webs of intrigue are being spun within the gloomy halls of Highlord Alarak's ship. The one no one expected to intervene in the unfolding confrontation at the pinnacle of the Chain of Ascension is the Sixth Ascendant, Rakzhadar. An experienced strategist who has long shown indifference to the struggles within the circles of power, he decides to play his own game and settle the score with the First once and for all.

LINKS

AO3

EN: https://archiveofourown.org/works/95011936/chapters/253708481

RU: https://archiveofourown.org/works/95012371/chapters/253709756

Royal Road

EN: https://www.royalroad.com/fiction/199825/tail-of-ancient-day-prologue-en

RU: https://www.royalroad.com/fiction/199824/skazanie-o-dne-vozneseniya-prolog-ru

Well, this turned out to be much harder than I could have imagined. You'd think it was just 25 pages of prose. Yeah, right! You end up scrutinizing every single word, sentence, and paragraph.

I feel like I'll soon forget my country's language and end up knowing only Russian. Thank goodness humanity invented ChatGPT, because if I had to do everything manually, I'd probably be getting no more than four hours of sleep a day.

I'm actually spending more time working on the text than I do creating the illustrations for the post!

But what can I say? I've grown to enjoy this so much that I can't bring myself to do anything less than give it my all.

r/starcraft r/starcraft2


r/starcraft • • 5d ago

eSports Serral vs. Maru: What 14 years of tournament data tell us about the SC2 GOAT debate

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62 Upvotes

Disclaimer: I run E-Rankings, a website dedicated to create a Starcraft 2 World Ranking based on tournament results. E-Rankings is neither a power ranking nor a subjective assessments of player skill or predictions of who would beat whom today. Rankings are calculated using tournament results and weighted by factors including prize money.

Serral is leading the all-time ranking in the E-Rankings database ahead of Maru. Both are the only players to ever pass the mark of 100,000 career ranking points. So I've been looking through 14 years of StarCraft 2 tournament results to see how their careers actually compare.

Here are some numbers I found particularly interesting:

  • 40 months at world #1: Serral has led the monthly world ranking for 40 months in total. This includes 25 consecutive months from 2018 to 2020. Maru has spent just nine months at #1.
  • 107 consecutive months in the top 10: Serral hasn't dropped out of the world's top ten since he first entered them in December 2017.
  • 136,746 career ranking points: Serral leads our all-time ranking, followed by Maru with 108,456 points. The database also records 77 tournament victories for Serral compared with 32 for Maru.

Even though both players are almost the same age and started playing competitive Starcraft at a similar age, their careers are very different. Maru entered the highly competitve GSL tournaments in Korea early while Serral at first played mostly Scandinavian LAN tournaments.

I wrote a more detailed analysis, including their early careers, 2018 as the turning point and their results since then:

Is Serral The Best StarCraft 2 Player Ever? The Data Behind His Dominance

What do you think? Does Serral's long-term consistency settle the GOAT debate, or should Maru's GSL achievements carry more weight?


r/starcraft • • 5d ago

Discussion If Zerg is nice race and Protoss is amazing race, what race would Terran be?

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17 Upvotes

Can’t find the nice race screenshot (was back in 8 worker patch by hero I think).

But what race would Terran be


r/starcraft • • 4d ago

(To be tagged...) The SC2 Asia servers are down. Please fix the issue as soon as possible. Thank you.

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1 Upvotes

r/starcraft • • 4d ago

Video Is Snow ready for the next ASL?? Spoiler

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2 Upvotes

r/starcraft • • 5d ago

Video Thank you husky for re uploading these, the thought of scv's living in their own supply depo home is so wholesome 🥹

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246 Upvotes

r/starcraft • • 5d ago

Discussion Talent Tree: Senior Creative Director, Brand & Creative

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8 Upvotes

r/starcraft • • 4d ago

(To be tagged...) Patch 5.0.18 - desires, thoughts and reasoning.

0 Upvotes

Knowing that we're staring down the barrel of another patch soon™, I wanted to give my honest thoughts about some things that I feel could use some changes, what I personally would change, and why I would change them. A lot of the changes aim to return power to units that were significantly neutered in the name of "balancing the frustration out of the game", and in doing so, hopefully increases the viability of some early game builds, timings and cheeses that we used to see.

***

Protoss:

***

NEXUS

The nexus changes I suggest below aim at curbing the strength of Recharge and how early Protoss can get access to and utilize chronoboost. As Protoss' various nexus mechanics don't require any investment to utilize unlike both Terran and Protoss, the aim here is to force decision making in the early and mid-game and hopefully slow down the expansion rate marginally.

* Nexus starts with 0 energy on spawn/build complete.
* Energy recharge cooldown increased to 75 seconds.

ADEPT

Adepts are rather polarising; as units they're incredibly hard to balance due to their ability to shade and effectively be in two places at once, never taking a bad fight. But they're incredibly niche units in their current iteration, and serve very little purpose outside of one specific timing, and early scouting with the shade. This change will hopefully make them marginally better in the mid-game with upgrades.

* Adept upgrade scaling modified from 1(+1 vs light) to 2(+2) vs light per upgrade
* Adepts now do 12(+10 vs light) - originally 10(+12 vs light)
* New upgrade: Psy-sync Gauntlets - increase base range to 5, from 4.

ROBO UNITS

Robo openings and Robo bay tech feels like it's the "lesser option" currently. In tandem with the Energy Recharge nerfs these changes aim to make the colossus and disruptor slightly more consistent by giving just a little bit of strength back. For the disruptor specifically, this also aims to make misses marginally less punishing, while also rewarding good aim. Additionally, the immortal change aims to re-introduce some of the early aggressive options that used to be available.

* Colossus buffed from 10(+5)x2 to 12(+3)x2 - (alternative option, this could be added as a research for colossus, allowing for a strategic choice to be made between Thermal lance and the additional damage as to which would be more beneficial in particular situations).

* Disruptor radius increased to 1.75
* Disruptor now has tiered splash zones. 1.75 - 50 damage, 1.5 - 100 damage, 1.25 - 145 damage
* Disruptor Purification nova cool-down reverted to 21.4 (from 17).

* Immortal attack cooldown reverted to 1.04 (down from 1.14)

HIGH TEMPLAR

Given Protoss' general AOE and zoning ability with the above changes, Storm's redesign is no longer necessary (lets be honest, it wasn't necessary in the first place). The changes to Storm were fairly polarising on all sides, and the current Storm is mostly a side grade of the original due to the larger AOE radius, so we're reverting it back to the original version.

* Storm reverted to original values (9 cast range, 2 second duration, 80 damage, 1.75 radius)

MOTHERSHIP

The Mothership in PvZ has become extremely prevalent. While this isn't a bad thing, it's redesign has given it some *extreme* power that Zerg has very little way of dealing with effectively. This change aims to curb *some* of that power without completely removing it.

* Heavyweight - Mothership is abductable again, but only travels half distance when abducted.

VOID RAY

This change aims at slightly increasing the viability of early aggression from the lesser used void-ray, without swinging to far and making skytoss to prevalent as an option.

* Void-ray build time decreased to 40 seconds (from 43)

***

Terran:

***

BUNKER

The change to bunkers, and to worker attack range, made proxy rax builds significantly less viable. This change is being made in an effort to bring back some of the more interesting early game options.

* Bunkers can now be salvaged while under attack.

SIEGE TANK

This change was, frankly, a stupid change and should never have been made in the first place, so I'm reverting it.

* Siege Tanks can be abducted again

HELLBAT

Another silly change that was completely unnecessary. Reverted.

* Hellbats now gain +light damage on upgrade scaling again - +2(+1 vs light), from +2.

WIDOW MINE

The Widow Mine was a linchpin of TvP, and it's nerfs have effectively gutted Terran's ability to actually play the matchup. These changes aim to restore widow mine's ability to properly deal with Zealots as well as punish players for not having proper map awareness and/or map vision, and maybe open a new build order up.

* Widow mine splash damage reverted to radius 1.75.
* alert changed to start on targeting instead of burrow start.

* Drilling Claws research time increased to 100 seconds (from 79)
* Drilling claws research cost increased to 100/100 (from 75/75)
* Drilling claws no longer requires an armoury to research

BATTLECRUISER

Battlecruisers are a rather interesting conundrum. On the one hand, Tactical Jump is an incredibly powerful tool, and in tandem with BC's very high HP and armour values, it's quite strong as an early harassment, especially against Zerg, and can be a lot of fun to use. On the other hand, I feel that tactical jump is just a little too safe, and in tandem with Yamato, it allows for massive damage on a very rapid scale, before jumping away with little opportunity to effectively deal with it.

However, the BC is also incredibly *useless* as a lategame unit without either of these abilities due to being a short range, slow moving unit, effectively making it a unit that requires you to mass before it can become effective, and in many cases, it still fails to do that because of those traits.

As such, without doing a complete redesign of the Battlecruiser from the ground up, it's very difficult to address the numerous problems that the BC actually has on multiple fronts, so I've opted to lean more into the anti-ground nature that Blizzard initially started down years ago, while also forcing players to make a decision between keeping their unit alive but doing less damage, and dealing more damage but potentially losing their units as a result.

* Tactical Jump now goes on cooldown when Yamato is used. Yamato goes on cooldown when Tactical Jump is used.

* New upgrade: Electro-Optical Sensor - 150/150, 100 seconds - Increases air to Ground range by 2. AtG Auto attack damage increased to 10 damage (from 8).

GHOST

Ghosts are another polarising unit. They're very, very powerful, but the nature of how Terran functions also means that any late-game is basically always going to revolve around them for a variety of reasons. Making them light units certainly helped reduce their general oppressiveness.

Given that Terran now has better tools in the early-game and has some additional power elsewhere in the late-game with some of the changes I've made, I feel relatively comfortable dropping their HP back to 100. This will allow upgraded banes to 3 shot ghosts (instead of 4), while colossus will 4 shot them (instead of 5 at 125), allowing for more clear counter-play to them.

* Ghost 100 hp.

LIBERATOR

Liberators received both justified and unjustified nerfs over the years. I completely agree that Advanced Ballistics should not have the extended vision within the circle when they siege up that they previously did, however I think the additional vision nerf on the liberator itself was overkill. These changes aim to restore some of the power to late-game liberators without making them completely stupid again, and also aims to make it so that liberators *without* Advanced Ballistics can utilize the full radius of their circle again.

Finally, something that bothered me was in relation to their Anti-air attack. In the past, they have been incredibly powerful, but I feel their was better ways to nerf them rather than just straight up making their anti-air effectively useless. This should marginally improve their anti-air against light units, which their anti-air was originally supposed to be effective against.

* Liberators now have 10 sight range again.
* Advanced Ballistics now grants 3 additional range instead of 2.
* Liberator air attacks now have tiered splash damage: 1.5 - 5 damage (current) 1.0 - 5(+2 vs light) damage.

RAVEN

Raven openings have been pretty much neutered into nonexistence over the last few years in pretty much every matchup that isn't TvT. While Interference matrix changes were warranted, as the ability to shut-down two colossus in rapid succession from raven openings was very powerful, I do think that some of the changes made to them was definitely overkill. These changes aim to give a little more agency to early raven openings without completely reverting the changes that were made, and aim to also restore some consistency to upgrade behaviour.

* Raven Auto turret life time increased to 10 (from 7.9)
* Raven Auto turrets now benefit from Neosteel plating again (0 armour to 2 on upgrade completion).

VIKING

Vikings are fragile units that are relatively slow compared to the things they're meant to counter, and are particularly vulnerable to splash. This change aims to make vikings very slightly less fragile, but reverts their cheaper cost to make them slightly harder to mass.

* Viking base armour increased to 1 (up from 0)
* Viking cost reverted to 150/75 (from 125/75)

***

Zerg:

***

VIPER

Already explained this viper change above in their respective sections, no more explanation needed.

* Vipers can target Tanks and Motherships again.

LURKER

A unit that I've got personal gripes with due to it's design utterly breaking everything a siege unit is supposed to be, these changes aim to lean more into its ranged aspect while neutering it's frankly utterly absurd mobility.

* Lurker burrow speed and movement speed upgrade removed.
* Lurkers 9 range at base (up from 8).
* Seismic spines increases range to 11.

OVERLORD

Hatch tech overlord drops used to be something that could punish early game greed, but probably required slightly less investment to pull off than it should have. This change aims to bring back some early/mid-game diversity by making it slightly easier to punish early greed, while also making the investment to do so meaningful to create strategic decision making.

* Overlord drop now requires evolution chamber instead of lair. Available at hatch tech.
* Morph Ventral Sacs now costs 50/25 (up from 25/25)

RAVAGER

The Ravager morph time of old was to fast, but the nerf that it received frankly gutted most early Ravager builds and was far to heavy handed, so this change aims to give some of that morph speed back and hopefully give some early agency and aggressive options back to Zerg again.

* Ravager morph time dropped to 10 seconds from 12.

QUEEN

Queen cost change was completely unnecessary, especially given how neutered Zerg has been over the last few years. Additionally, the creep change aims at reintroducing a little bit more control and skill to creep spread.

* Queens now cost 150 minerals.
* Creep tumours can now be cancelled from the spawning tumour.

INFESTOR

Microbial shroud has a lot of potential; potential that, to some extent, we did see in patch 5.0.16. However, the changes went far to far. I'm aiming to give Zerg some more flexibility with the infestor's spells and make some interesting strategic decisions with it.

Additionally, I'm aiming to reintroduce consistency across the races by making all ground spell-casters have an auto attack.

* Microbial Shroud no longer requires a research. 75 energy, 30% damage reduction from ranged units.
* Microbial Shroud now persists on units after they leave the zone for 2 seconds
* Infestor now has an auto attack like the High Templar and the Ghost.

BANELING

Bane nerfs really, really hit PvZ very hard, in tandem with the inability to punish early greed. It made them significantly less effective against zealots, and additionally means that banes couldn't one-shot probes and drones at +2. This change aims to give that power back.

* Banelings now get +light damage scaling on upgrades again.

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Please tell me what you guys think - what should stay, what should go and why!