Is removing Corvid Reactor really necessary?

Apology accepted! They indeed only come with 50 energy. With that in mind, what is your opinion now?

That I did! It was suggested once during either HotS or LotV beta (I forget which) and the upgrade still exists in the Versus mode - it’s just not enabled on any commad card. It was named “Bosonic Core” (presumably playing on the fact that the Pulsar Beam would logically be a focused stream of neutrons… a boson), and I suggested “Argus Jewel” instead as a callback (it’s the name of the energy upgrade for Corsairs in Brood War).

An alternative to the Oracle energy upgrade (or even an upgrade alongside it) I suggested a while ago was “Temporal Foresight”, which increases the duration of Revelation by another 7 to 10 seconds, since that one does reward keeping early Oracles alive. Not sure if it’s too strong or not though. Now I wonder if I should put together an extension mod with all of my suggestions to see if anything sticks.

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The Covid reactor as I like to call it, is a good thing, as I said from last patch nerf to IM could hurt the breaking of siege in TvT as Im best in TvT but I dont like prolonged games, but at least getting more useful unit. Opener vs toss was too much investment for just detection or casually IMing something as for turret harasses … lol who does that (ive seen in pro games tho if they sleep their workers getting attacked)

I think the nerf to IM was reverted, in that the duration was returned to 11 seconds. Auto-Turrets and Anti-Armor Missiles were nerfed though (duration/durability and armour loss respectively). New Ravens will always have 50 energy though.

Honestly speaking? I would certainly be willing to give it a try in game - it would be a good addition for late-game specifically.

Well, now I have an excuse to put together a very simple extension mod!

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The patch will break ZvT to the nerfs weren’t enough in record time. You should post the game you’re referring to because the game I watched Byun was leading with his hyper aggressive style, up in bases and resetting Reynor’s tech count constantly then the late game went into full swing and Byun was forced to turtle. Not to mention referencing a massive misplay from Reynor as justification to further nerfs. Reynor let a “handful” of ghosts kill 80 lings? Was he asleep?

Byun opened 3 rax and drastically over committed. He made like a thousand gas of reapers. Only a terran could mess up their early game economy to that degree and still play a macro game. Put the shoe on the other foot, and the Zerg loses 99.9% of the time merely because of the opening build orders. This is my biggest objection with the design of terran. It literally doesn’t matter how they open. They are guaranteed a macro game because attacking a terran is suicide until he starts to take his fifth and sixth bases, and then the attacks are only meant to deny bases over and over again until the terran can’t afford a production wave, and this takes a long time.

So, that’s the first problem. There shouldn’t even have been opportunities for Reynor to make mistakes because the game should’ve ended 5 minute prior. Terran is guaranteed to make it to the late game, and in the late game they have a super-unit that is, at a bare minimum, far too robust & efficient, but in reality is just uncounterable. There is no unit that zerg has that can beat the ghost, period. That’s just reality.

If you want me to gripe about Reynor’s play, I can do that. The way Rogue beat Byun’s 3 rax reaper (the only zerg to ever do so before the reaper nerfs) was to keep drones on gas after starting zergling speed, and then to get +1 carapace. You then avoid taking fights as much as possible. You never, ever, try to surround because it’s literally impossible. You just push him away, and that’s it. Reynor’s opener was very sub optimal. He tried to kill the reapers, didn’t get +1 carapace, etc. You also delay the third base in the process (personally, I go for a hidden third and get it up faster). Reynor took a fast third and then had to spend tons of dough defending it.

There were two times that I faced Byun on the ladder. One time I went gas-less and I just died. The second time, knowing who I was facing against, I played Rogue’s build. That’s the game that I won against Byun. The reapers put him so far behind that he didn’t think he could take a third. That puts him on 2 orbitals, which means scans are much more expensive. So, I went into burrow roach play. I’ve got the video of it sitting around somewhere.

He used the same exact build against me that he used vs Reynor, including the followup 2 medivacs. I won’t lie, though, reaper drops are pretty freaking hilarious.

So anyway, if Reynor forgot about his zerglings it’s because that attack was a slam-dunk except for the fact that ghosts are insanely busted. Take the ghost out of that equation, and Reynor would’ve won that counter-attack 99.9% of the time. That was a game winning move. He didn’t put attention there because, well, why waste time on a battle you’ve already won. Except, oopsie, the ghost completely rewrites TvZ dynamics and drastically tips it into the Terran’s favor to such an extreme degree that the Zerg feels comfortable to look away from a battle that he thinks he is guaranteed to win, when in reality the ghost has reversed the outcome.

No 3 rax reaper is back in full swing because Zerg players have gotten so used to taking a 2:20 third and delaying ling speed. You have pervert pillars, there’s no excuse to get caught out. The correct response is to make spine crawlers to deny entry and mass queens with just enough lings to threaten a surround, the Terran wants you to respond with lings.

What happens when you send 80 lings into a handful of lurkers? into a handful of ht? Sorry champ, Byun the “patch terran” makes these Zerg foreign hopes look like chumps.

That’s not true. On some maps there is no pillar that can see the natural. Terrans can alternate between making a marine and a reaper and you have to gamble with your first overlord.

Even if you have a pillar at your natural, you just have to hide the third barracks (put it in your main).

This wasn’t lurkers nor ht. It was an orbital command that was wide open with no defenses that reynor could see. Zerg doesn’t have perfect vision of anywhere on the map that he wants. Zergs can’t scan to assess risk. He saw an orbital and SCVs and that’s it. You can’t see cloaked ghosts. It could be one ghost or 500. You have no idea.

The issue here is much bigger than that. Ghosts counter Zerg’s most expensive units, and they are good at clearing out masses of zerg’s cheaper units. The ghost is just way too robust. Imagine if a hellion could splash damage the air. That’s how absurd it is for the ghost to be able to counter such a broad range of units.

The BC can kinda do that between its high DPS attack and its yamato cannon, but it costs way more and doesn’t do it nearly as well as the ghost. The ghost is absolutely busted and anyone with eyes can see it.

When a unit is really good at countering something, it has to be specialized to that counter. If a unit is robust, it can’t have strong specialized counters. When ghosts delete every zerg unit, it’s too robust to have strong counters. Counters have to be specialized. That’s just a rule of game design in general. This applies to everything from board games to candy crush. The more powerful something is, the more specialized it is. You know, unless it’s SC2 and the devs are too busy hitting b ongs to do some real game design.

Here’s a game I saw recently that involved a lot of Ghosts and Overseers etc. that shows handling them a little better: Dark vs Cure (TvZ) - ESL Open Cups 157 Korea [StarCraft 2] - YouTube


In the meantime, I’ve just uploaded a new extension mod named Corvid Reactor that reintroduces the Corvid Reactor on the Starport Tech Lab, albeit for a cost of 200m 200g to offset the cheaper Raven. At the same time, there’s a new upgrade on the Fleet Beacon named Argus Jewel, for 100m 100g, that gives Oracles +25 starting energy, in case anyone wanted to give it a try. It’s available on NA and EU servers.

Other past suggestions, like Overlords and Overseers being Psionic, are not implemented… it’s just those two energy upgrades.

Give it a try now if you like (see above post).

This screenshot tells you everything wrong with ZvT.

https://i.imgur.com/RnjtDLC.png

There’s a 600 MMR difference between these players. He objectively lost at the 7 minute mark, and had a 0.0% chance to win the game. It was a 17 minute game. TvZ has huge design issues – specifically, terran can’t be attacked for the first 10 minutes of the game. Attacking a terran is equivalent to losing.

I am pleased to report, though, that, on the new map pool, my ZvZ is almost 60%. Small maps make ZvZ insufferable. Maps with short rush distances are good for balance, but zergs pay the price in ZvZ (which is a pretty common thing). To quote Megadeth:

This behaviour’s quite insane
But we do it for the fame, yeah
Lost my mind
I lost all my money
I lost my life to the killing road

The gamble always pays off, even if you lose the overlord. You see a marine? Ok don’t make the initial 4 lings and have drones instead. 3 rax reaper is very map dependent. It’s really not a thing you can get blindsided by.

If I post a clip of Serral unburrowing an infestor and landing a money fungal is it imbalanced or was it a misplay from the Terran? This was at Byun’s side of the map, Reynor had the intention of sacking those lings either way the decider is if Byun was able to deal with it.

I personally would like liberator AA splash back. Viking wars in TvT are boring as heck.

Liberators and Anti-Armor Missile proved to be an interesting combination, especially against units that normally are quite resistant to Liberators, like Corruptors. One reason why I didn’t like that underused ability being nerfed.

I would be grateful if the general discussions of Ghosts in ZvT were continued under their own topic though.

To be balanced, this must be possible to do in a typical game with opponents of roughly the same skill. The trading efficiency of the ghost is complete and utter proof that scenarios were a ghost is countered are extremely rare.

You lose a drone and 100 minerals. That is never worth it.

Thors.

It’s a little silly to bring up Thors considering they have worse anti-air splash against non-light targets.

Liberators have the higher single-target DPS, relative to their supply, and they hit 9x the area.

Anyway, I don’t agree that Liberators need any kind of anti-air buff.

Just fixed a minor bug in the Corvid Reactor extension mod. It is now version 1.2.

1.2:

  • Fixed bug where Corvid Reactor gave the wrong score upon completion (gave 300 instead of 400 - it should equal the resource cost, which is now 200m 200g)

1.1:

  • Swapped positions of Anion Pulse-Crystals and Argus Jewel upgrades so they align with the units at the Stargate (Phoenix first, Oracle second).

If you want a more extensive mod, I stumbled across one of my older extension mods yesterday, named Extension Mod - All Protoss Upgrades that contains all of my protoss upgrade suggestions to date, including an ability on the Carrier where you can forcibly recall its Interceptors (said Interceptors now heal to full health if they return to the hangars, like in Brood War).

I did make a couple of recent changes though, based on feedback from a review someone left (their only complaint being that the Feedback upgrade was potentially overpowered, while they seemed to like the other ones especially for team games). If the changes below are unpopular, I’ll revert them and remove Twilight Focus completely:

  • Twilight Focus cost increased from 100m 100g to 150m 150g and research time increased by 25%.
  • Tectonic Destabilizers bonus vs. Structures reduced from +40 to +30.