Hello new friends! I cast and produce Starcraft content as well as content surrounding the upcoming RTS Stormgate as part of StormgateNexus! Hope you enjoy ❤️
People have asked me to publish the live vod after a stream, so that goes up into the live category. If you want the more cut together VOD with no breaks, etc - that goes out throughout the week
Blatant environmental destruction by these two players. How will our children be able to enjoy...ummm...(checks notes)...Furious Resolve without us caring for our luminite??
Scythes are certainly good in the mirror and CvI, but hornets still do a pretty good job of handling them in CvV. That problem is more of how much stuff Celestials can get out early before the vanguard can build an army to counter
@@BeoMulf agreed! Countering mass argents, it just feels like you're always behind. The core, fundamental issue is countering a luminite only unit requires therium. The few games I've found success were with Atlas's and (likely) a player who actually could have killed me earlier. I do feel like Scythes are still difficult to manage. Hornet/scythe is a counter, though it's not easily swapped into if the Cele player already has 5-7 scythes. It feels like Vang is missing some anti-air viability. Not to mention that it seems like even Inf is also struggling against mass scythes.
thanks for the cool SG content! Regarding strength of the different factions we are already seeing a shift since the patch. Onthe early days of 0.1 they had a hard time playing the same way they did VS vanguard but now INf adapting with mass brutes pressure, spriggans and weavers, I do believe that I v V is still Infernals favoured.
@@BeoMulf no I v V is currently I favoured. It was V favoured for the 1st week of 0.1.0 and when Veterancy was 1st introduced. If not it has been always I favoured.
@@ismasekkate9607 That's not really accurate IvV has been like 60/40 since EA dropped, and we have stats to back that up. It's why we talk about the counter circle of V > I > C > V for the last two months
When it comes tot the creep camps respawning even in late game, the solution might be to simply make the respawning slower instead of completely removing it in the very late game.
The games are indeed slower, but it's cool to see the players getting more confident about timings and harassment along the way. I hope to see Celestial players lean a bit more into the Argent mini-redesign over time.
That hour long game wasn't the longestStormgate game I've seen, but it was definitely the longest game I've seen between two players who knew what they were doing. Give how heavy the bounties were I was a bit surprised that they didn't fight each other for them more. Also definitely a series that highlights the infernals limited AA options With that said, liked both series. It was good to see both the players both able to win and encouraging that the statistically disadvantaged faction in each matchup came out looking well
The Shroud spreading from the Infernal player was on point here. Celestials might have to start paying as much attention to their cascade fields and stay in green power and near power banks to keep the energy levels up on their units - and instead of fighting to the death with their whole army I suspect they should be retreating out-of-energy units to fight another day, maybe through Aeon Gates? I feel like we should be seeing more Arcships in general, too. Are we going to get to see all the mirror matches on the new patch next?
I enjoyed all three show matches though I will say that in terms of outcome you couldn't have staged something better suited to prove the devs comments on the current balance triangle. I find myself hoping that aspect of it ends up being an early-in-patch thing or a players in question thing.
It's a shame because all the other events in the first week of the patch went the distance. I just got totally burned by the balance merry go round rofl
Early SC2 games had plenty of broken stuff, this games version is 0.1 imo they are basically developing with the community because of how hard it is to make RTS. SC2 lots of wasted development time when they could have just brought community in to build from the ground up.
WoL was the best version of sc2 IMO, swarm hosts made the game so stale, then I personally stopped playing shortly after legacy, hated the new scv start ( more workers)
The game version is 0.1. Wings of Liberty was also rough starting out professionally. I really think RTS is like wine and is better aged. Or do you mean visually and stylistically?
The graphics now look like they do in the video. There will be more improvement over time, but this is what it looks like at the moment. To my eye, its much better!
Yeah, I think it varies. I have good performance but my PC is a beast. I know some people find it unplayable - the weird thing is that two people with very similar setups can get very different result s
And than have a closer look at 31:54 ... sorry what the hell is wrong with this repair turret!? 6 Spriggans cannot manage to get this one Hornet down. That should not work like that, thats disgusting imbalance. Sorry for my rant but this kinda situations are pumping my pulse.
They was the repair turret and 5 bobs repairing it So that was a lot of healing not just the repair turret. But I agree they need to be a better balance between the sprigan and the hornet.
Beautiful cast. Thanks a lot Beomulf! I'm a lower ranked Infernal Player but look at the engagement at around 22:20 - there is no chance for the infernal, i think that msrm did a good job, but with all the kiting and the ultimative survivability of the vanguards lancer you cant do anything in this kinda midgame situations. And then this bad Map design: you can not take any good second therium bace (the natural is a joke cause the therium distance is to high so you can not get a good gathering done here) without fighting exposed what you can not manage to win. Sad matchup at the moment.
My opinion is that Infernal don't have anything that attack in range with enough impact like the Vanguard since the update. The EXO still way to strong in the game and since the infest is gone on the Gunts, I believe the Infernal are underpower. Vanguard are the most balance in every situation.
@@BeoMulf Well I guess we can say over tuned compared to the other factions. Don't get me wrong, the Vanguard are great but at this point in the game, the other factions appears to be under tuned. Vanguard have good grounds, air units and can heal. Infernal ground unit are to slow and air units are bad. Celestial are decent. Bio units should have passive heal. To help the infernal for air units, the shadow flyer should be cheaper because they are very expensive to only blow themself up.
1:42:46 if it's a fuse/house power issue strongly recommend getting yourself a UPS, i have a 1500VA CyberPower that has been enough for 750W, a PS4 pro, 2x monitors, desk lamps, standing desk, and a laptop. Saved my ass many times, it lasts for 30-60 minutes during a power outage - more than enough time to finish the game
Ever since they removed the Magmadon dash, the unit has felt so inconsistent, even in situations where it's very good. Infernal armies have some very glaring blind spots that they seem to be designing around. That being said, the slow from Infestation and Spriggans having a strong niche is a great move in the right direction, despite the unfortunate matchup against Hornet. We're finally at the point where nearly all units have a place.
Magmadons are just a waste of resources against the Vanguard bio ball, they can't catch them, they just get kited. I feel like Spriggans are better at countering higher tier units since they're single target debuffers, there are too many individual units in the Vanguard bio ball for them to actually debuff. Maybe Harbingers & Seismic Slam could be helpful, but they're also slow and not tough enough to get on top of the Exos. I think what Infernals need here is movement control and AoE damage, and they need to make the Vanguard come to them instead of chasing them off the Shroud. I'm thinking rather than Magmadons you need to be adding Hellbornes to your Brute/Gaunt composition, their range prevents Exo kiting, Hexens should be mainly using their energy on Venom Traps and saving Miasma for when you get a Fiend surround, and you should also invest heavily into Wraithstones and really cover the map in Shroud (I think that's where a lot of that extra Luminite is supposed to be going).
Yeah, that is certainly the big issue with Inf right now - a lot of your damage relies on locking your opponent down and applying this damage over time, but there are few tools to really be able to do that consistently. The nightfall slow is a start, but more is needed
Scythes are such unfun unit design to me. The devs initially said they wanted to stray away from air dominant units. But they then implemented an air unit that gets an armour buff on-hit, which makes people mass it. Kind of wish it was removed from their kit and cel gets another ground unit instead. Or at least scythes only being able to target air, perhaps, because a flying immortal type unit is not fun game design IMO.
I think if there was some kind of air AoE that players could use to proc the bubble and then wait for it to run out might make for better interactions. it'd put the C player at a choice to either push the attack with the shield up early or maybe do a feint with just a few to bait the attack. something like that
Exos getting bonus damage against heavy and shroudstones not having a special building type armor is kinda nonsense. Exos just counter everything on Infernal and combined with the new lancers and their speed upgrades, Vanguard gets to choose when and where to engage and Infernal can't retreat because what's the point? only the fiends can escape. The balance this update is in shambles. But the game is still awesome. They just need to look at Warcraft 3 and take lessons from how it does armor and damage types rather than trying to do the SC2 thing of every unit having a weird specific "3+3vs.light" or "5+16vs.heavy" kinda nonsense. Sometimes it's not about "finding answers as the patch goes on." Sometimes the numbers are just all wrong. And right now the numbers are all wrong. Infernal is supposed to have worse units because they can overwhelm with more units but that's not how it works right now. You're lucky if you keep up with vanguard in supply especially as you are having to constantly rebuild imps because Infernal needs WAY more infrastructure than Night Elves or Zerg ever did. So you have worse units but you certainly don't have more. And even if you have slightly more they just kite your slow ass trash anyway. It's just not good balance. I have tried all 3 factions this patch a bit and I am not the best player, but Vanguard definitely feels the easiest to win with because you don't have to think. Bio ball is unbeatable in a straight fight so all you need to do is scout against harassment.
Well you can also count that infernal is a non finished race as it doesnt have tier 3 units beside the dragon the game feels like they put all the work in vanguard and celestials and neglected infernals
@@BeoMulf I don't think inf beats cel atm though it is closer than Inf v. Van. And I don't think cel consistently beats van either anymore. Cel has scythes which are quite good but their ground game kinda stinks atm especially compared to the bioball. The extra damage when their dudes have energy is good but then they run out and they are just weak. Cel can do the + energy top bar ability but all van has to do is move the fight and they lose that or have to let Van get away. And Scythes don't do as well against hornets and exos as they do against gaunts and inf air. Look, even in the patches where gaunts had infest baseline on all their attacks, there were still Vanguard players in the top 20. But the balance was bad and if it had stayed that way there wouldn't have been Vanguard players at that rank for long as they would have gotten sick of struggling to squeeze wins out through openings smaller than the eye of a needle. The current balance is that way for the other factions especially Inf. Exos need a nerf. Inf needs some redesigns, IMO. Spreading shroud should be a core gameplay mechanic for them not just an effigy dropped mid battle. And they shouldn't need as much infrastructure as the other two factions since they are giving workers up every time they build something. Luminite costs aren't the only expense when you sacrifice an imp to build a structure. They also need an ore-only return spot like the other two factions have that costs less or they are going to continue to struggle with the map design favoring expansions where the ore is far from the luminite or they have ore-only expansion spots.