StarCraft 2 just got its biggest patch in 11 years. The new update completely changes the core economy of the game, redesigns Warp Gates from the ground up, and brings a huge list of changes that fundamentally shift how the game is played. This is the biggest patch since Legacy of the Void launched in 2015. Watch more StarCraft 2: https://www.youtube.com/LowkoTV Patch notes: https://news.blizzard.com/en-us/article/24276667/starcraft-ii-5-0-16-ptr-patch-notes Support my work: https://patreon.com/lowkotv Join the community: https://discord.gg/lowkotv The Best StarCraft 2 Matches: https://youtube.com/playlist?list=PLT0hfPWJS6_taxAIeD9k_YuqST5GP1pMo&si=g_szSrV_RAtkXXt6 Lowko merch: https://lowko.tv/ Tech setup: https://lowko.tv/setup My main channel: https://youtube.com/lowkotv My second channel: https://youtube.com/morelowko Twitch livestream: https://twitch.tv/lowkotv StarCraft 2 is a military science fiction real-time strategy video game developed and released by Blizzard Entertainment. #StarCraft2 #SC2 #RTS ~ https://twitter.com/lowkotv https://instagram.com/lowkotv https://facebook.com/lowkotv https://tiktok.com/@lowkotv
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All these new updates but we still have the ENGINEERING BAY doing INFANTRY upgrades and the ARMORY doing SHIPS AND VEHICLES upgrades.
Ground spellcasters no longer suicide walking into the enemy army isn't removing skill expression at all, what it does is make it so that lower rank players no longer avoid spellcasters like the plague which is a good thing.
Lowko, not every Zerg is Serral....
The transports having a "Load Nearby Units" command will be greatly appreciated by my 30 APM dad. As for Mutas, when the attack bounces, it has different properties from the attack directly from the Muta. On attack-move, the Muta prioritizes targets just like every other unit in the game, but the bounces simply hit whatever else was closest. Now the bounces seek out higher priority targets. Additionally, bounces can't bounce in any direction, they can only deflect up to a certain angle, and if there is no valid target within their arc, that chain dies. This arc has been buffed to 180 degrees. These two things are straight buffs to Mutalisks, although the arc slop is more important than priority.
33 minutes before next meeting. 29 minute long video. Perfect background Lowko noise 😂
"Protoss buildings apparently burn now." And well that they should.
one of the coolest change here is that when you make an archon they make an epic sound
It's nice they're still supporting the game for so long.
This patch will fundamentally change StarCraft 2. Is it a good or a bad idea?
I saw the changeling one and went "oh, rogue pulled a pulled a byun and got a nerf to a specific unit"
phantom attack means it will just keep its distance on A click. A distance scanner, you could call it, like with the cyclone
I've been watching lowko's videos recently and I've noticed that he has talked alot about how everyone has figured out the early game with all the time that the players have had. Just for Blizzard to completely change a ton of things for all races and protoss especially.
I'm pro-giving every unit an auto-attack or just scripting them to stop moving within the radius of a detected enemy if they're a-moved. The QoL far outweighs the 'skill expression' of not having to babysit like 2 units in a whole roster from killing themselves in a suicide charge.
"Arc slop" on the muta determines how far a target it's already aiming at can move away (to the side) before the attack is cancelled. The most realistic use case would be vs Blink, where with the default value of 11° a stalker can blink to the side while a muta is already animating its next shot and thus cancel the attack, whereas with the new value of 180° it would need to blink _behind_ the muta, or out of range entirely, in order to cancel the attack. The very similar "range slop" parameter might be easier to understand. Especially with channelled beams like the sentry or voidray, where it basically acts as a "tether range" longer than the initial attack range. If you run away from such a beam unit the beam keeps going, and you need to run further away than the regular weapon range to finally break it. Usually the range slop defaults to 1 range, some of these beams have 2. Muta arc slop _might_ also affect hit-and-run micro, I am not sure how exactly it interacts with the "gliding shot" attack method of air units and the interruption of the Attack command by the subsequent Move command. Worth noting that the "slop" parameters on their own will *NOT* increase a unit's ability to *INITIATE* an attack, unless the base firing arc is increased in tandem the muta will still need to fully turn to face its target before it can start animating its attack.
No. It doesn't slow down the game. What slows down the game is a stale Tier3 meta where two death balls stare at each other and match only ends when entire map is mined out. Longer early and mid game gives more opportunities to end it at those stages.
Warp Gates were the reason I picked up SC2 when I found out about it The Lotv opening cinematic made me fall in love with the mechanic
In addition to the warpgates retool, the creep tumor control group thing in the small changes list is a game changer, same with the queen inject targeting.
I feel that Creep Tumors in a control group transfering the group membership to the new tumor after creation is a VERY sweet quality of life change for Zerg. Scarlett will now be able to cover the entire map with much more chill time.^^
I think Warpgate has been incredebly hard to balance the game around. Also, giving protoss a choice to either train units quickly, or reinforce the frontline with warpin adds another strategical layer.
“Starting workers at 6, 6, 6, I’ve got 6, do I hear 8, anybody bid 8, can I get 8, I have 8, SOLD!” On a side note a thought I had was reducing the supply of hatchery’s from 4 to 2 but also allow the hatchery to grant an additional 2 supply every time you upgrade it to lair then to hive.