
(I find that Hydras don’t cause nearly as much lag.) The problem is how many rockets are launched from the Corruptors. In games like Rifts to Korhal, Void Launch, and any match-up where you’re facing air units, you’re going to make Corruptors or Hydralisks. These, when used en masse (5+ Corruptors casting), causes a massive lag spike for a short duration. In particular, the Corruptor’s Cluster Busters. Give us the option to disable the power fields, or at least give them the little circle around them like Sensor towers do. However, the permanent display of power fields is something that is easily addressable, but the Co-op team just refuses to acknowledge it. I do not know why, nor will I pretend to know why. Starcraft II doesn’t like placing buffs on units, it really makes the game chug. The major issues with them come down to two things Buff placement, and permanent energy field displays. Stettellites… We’ve talked about them before on the Forums.

My only suggestion is to remove the Egonergy cost from the Synthetic Adrenal Pumps ability and then work from there. When you run into the scenario of having a large swarm of Mecha Zerglings (Which isn’t too far fetched in most games,) the game REALLY slows down to a crawl. Both of these passive abilities require the game of Starcraft II to run a lot of calculations all at once – One for damage reduction, and one for every time the Zergling attacks. Two abilities in particular come into mind here Hardened Egonergy Shield and Synthetic Adrenal Pumps.

The Mecha Infestor has already been… Somewhat addressed.Stettlagg™ is caused by four major things Mecha Zerglings, Mecha Infestors, Stettellites, and abilities. My only suggestion could be that Leap should have a cooldown period, or a larger minimum jump range. All those Zerglings triggering the Leap ability puts a massive strain on the system. If they aren’t within Melee range, they will continuously attempt to activate Leap, only to land elsewhere outside of the minimum Leap range. Leap causes Zerglings to lunge at their nearest target enemy from a range of 4. However, it’s not the Zerglings themselves that’s the issue, it’s their passive ability, Leap. One would come to the conclusion that it’s just from sheer numbers, similarly to how Stukov used to cause large amounts of lag from his Infested Bunkers spawning so many Infested Terrans.

