Jun 3 2014 - 5:06 pm

Pro 'StarCraft' player wins match despite booth crashing on his head

When the sky is falling, sometimes the best strategy is to make it fall on someone else
Ferguson Mitchell
Dot Esports

When the sky is falling, sometimes the best strategy is to make it fall on someone else.

And when the booth collapsed around pro StarCraft 2 gamer, Koh "GuMiho" Byung Jae, he used it as inspiration to regroup and smash his opponent.

For StarCraft fans, nothing compares to the excitement of the SK Telecom Proleague. In it, Korea’s best players compete along with their team to determine who the best group of players in the world is. One of the best teams is CJ Entus, who took second place in the last round. For their first week of games, CJ Entus called in Koh to be their closer against KT Rolster’s star Protoss player, Joo "Zest" Sung Wook.

But as the game started, everything began falling apart for Koh. Literally.

Just 6 minutes into the game, as Koh was moving to defend his first expansion from one of Joo’s stalkers, his booth collapsed upon his head. And in a sport that has no protective equipment, nothing could be more jarring. Considering that StarCraft relies so much on strategy and reacting to a constantly, dramatically changing game state, many players wouldn’t be able to handle the sudden intrusion of a wall panel.

But Koh isn’t other players. After taking a few minutes to make sure he was okay, he was back in, and the game was restarted from a point before the booth collapse.

Koh quickly got back on his feet, opting to make an infantry-heavy army. As if taking inspiration from his misfortune, he began setting up “drops” of his own, this time with the iconic Terran dropship, the Medivac. By scooting across the map and attacking Joo from his own mineral line, Koh was able to completely destabilize the main base of his Protoss opponent.

By the time the final confrontation happened, Joo’s only chance to win was to smash the marine and marauder army of Koh. But Koh micromanaged his army perfectly, taking little damage, and ended up coming out ahead. With Joo’s base in shambles, he was forced to concede the game, giving Koh and CJ Entus yet another win in the Proleague.

Photo via Battle.net

Today - 10:07 pm

Riot plans to test out a 15-minute surrender option—here’s why it’s a good idea

The new feature would have been added already if other things hadn’t gotten in the way, the developer says.
Aaron Mickunas
League of Legends Writer
Image via Riot Games

A 15-minute surrender option is being tested for League of Legends, Riot announced last week. And it's about damn time.

Riot originally planned to have the feature in the game by now, according to Andre ‘Meddler’ van Roon, League’s lead gameplay designer. He mentioned that it would have been tested and implemented already if not for high-priority projects like the new client and matchmaking changes getting in the way.

In a post on Nexus, League’s editorial website, Meddler gave a few details on the upcoming potential feature. At first, it will only be available in one region, although we aren’t sure which region will be selected. It will also function differently from the usual surrender—it will be a unanimous vote, meaning that all teammates would have to agree for it to actually go through. Will this replace the current 20-minute surrender altogether, or will it just be an addition? There aren’t enough details to tell right now, but either way, it would be a change for the better.

Why? Well, the traditional 20-minute surrender has been around since the beginning of the game, and frankly, it’s outdated. Over the years, the average length of games has shortened considerably, and it gets even shorter depending on what rank you are.

More than 42 percent of all solo queue players are in Bronze, and over 36 percent are in Silver, according to League of Graphs, a League statistics website. That means almost 80 percent of all solo queue players in League are in either Bronze or Silver. Want to know the average length of game time amongst those players? About thirty minutes. Higher ranked games are even shorter.

That’s right, most games in League only make it about ten minutes past when players are allowed to surrender, meaning most games are close to ending the normal way right around the same time that they’re even given the chance to give up early. Now, I’m a firm believer in the “Never give up! Never surrender!” policy when it comes to ranked. However, sometimes it’s a better choice to type in the ol’ “/ff.”

If someone was toxic and ended up rage-quitting because they weren’t able to steal the jungler’s Krugs while the jungler was trying to take it, for example, your team is now down a man because that player took it very personally (this surely has never happened to me). Or maybe, just maybe, you are down six towers, an inhib, two dragons, and twenty kills when the clock strikes fifteen minutes. It’s also possible that your top laner went Teemo. All I’m saying is sometimes things are looking just bleak enough to make the strongest-willed player want to throw in the towel.

Adding a 15-minute unanimous surrender option gives a team the possibility of finishing up and starting a new game before the slug-fest goes on long enough to crush their spirit completely. A 20-minute surrender is the only option—even when ranked games now rarely go past 30 minutes. It’s ludicrous, and adding a bit of flexibility here is the right way to go.

Today - 9:39 pm

Here's what has changed with Overwatch's newest patch

Year of the Rooster isn't the only major change this week.
Nicole Carpenter
Dot Esports
Image via Blizzard Entertainment

Red and gold lanterns dangle from Lijiang Tower's rafters, firecrackers pop in the distance. Blizzard introduced a festive new Year of the Rooster event to Overwatch today—but sent some extra gifts our way, too.

Blizzard pushed Overwatch's public test region adjustments live with the Year of the Rooster event, with a move that is likely to change the game's meta just a bit. Is triple/quad tank meta over? We'll see soon enough as players get their hands on the tweaked heroes.

Here's what to expect.

Ana

Image via Blizzard Entertainment
  • Biotic grenade effect duration decreased from five seconds to four seconds
  • Healing boost on allies decreased by 50 percent

Ana's healing boost on allies has been a point of contention in the professional Overwatch scene for a while now. Tweaking her in this way is part of an effort to make the healing sniper less of a must-pick for teams. She's one of the major reasons the tank meta has persisted for so long—tanks under Ana's watch were just too hard to kill.

D.Va

Image via Blizzard Entertainment
  • Mech armor decreased from 400 to 200, while health was increased from 200 to 400
  • Fusion cannon bullet damage decreased from three to two
  • Fusion cannon bullets per shot increased from eight to 11

Especially paired with Ana, D.Va was so hard to kill. While many of us loved this, she wasn't balanced. That's why Blizzard nerfed her armor health, but increased her regular health. Tweaks to the fusion cannon are supposed to make the weapon feel more "consistent," Blizzard said.

Lúcio

Image via Blizzard Entertainment
  • Enabling backwards wall ride in the option menus will allow Lúcio to wall ride while moving backwards. Radical!

This is just a fun update, but a helpful way to get out of bad situations without taking your eyes off the enemy team.

Roadhog

Image via Blizzard Entertainment
  • Hooked targets now pulled directly in front of him, except when he rotates drastically
  • Leaving Roadhog's line of sight allows the hook to break before being pulled
  • Line of sight checks are done from Roadhog's position instead of the hook's position

How many players have been hooked by Roadhog through a wall or the payload? Too many. Blizzard's adjustments to Roadhog's hook are in an effort to make the weapon feel more consistent for both Roadhog players and his targets.

Sombra

Image via Blizzard Entertainment
  • Hack cooldown reduced from 12 seconds to eight seconds
  • Target hack time decreased from one second to .8 seconds

Sombra's hack is interrupted if she takes damage during the move. Blizzard adjusted her hack time to allow her to execute hacks easier.


The long awaited third-person floating health bars have been added to the Overwatch live client. Spectating Overwatch just got a lot easier. With it came an updated kill feed—which will also help with Overwatch spectating—that puts hero ability icons in the kill feed along with a red indication if a player killed another with a headshot.

General updates include the new communication wheel, which allows players to equip up to four emotes, sprays, and voice lines. Just head into the hero gallery to load yours up. Voice line and emote submenus are accessible through the communication wheel. If that's not enough, players can now bind individual sprays, emotes, and voice lines to mouse buttons, keys, or controller buttons.

Lastly—and maybe most importantly—Blizzard nerfed crouching, adding a very small cooldown between each use.