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       #Post#: 1025--------------------------------------------------
       Power Field nerf/removal
       By: Mett Gaming Date: November 29, 2020, 12:27 pm
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       I've been thinking:
       30 Vets insta-melt big spines with the powerfield. (no, you
       can't really out-transfuse that, trust me I've tried)
       40 standard marines handily overwhelm the zergs best defense
       structure with little micro required. (yes, you can actually
       out-tranfuse that, trust me I've tried)
       My point is: currently zerg does not stand a chance against
       13-14 min veterans. Roaches just melt, everything else too and
       primals are too far off at that point. (they probably would just
       melt too) Making it harder for the terrans to kill the big
       spines with the surrounding spawners would allow the zerg to
       keep more economy and have a chance to scale into the late game.
       My suggestion: Remove the powerfield or get rid of it's damage
       boost. It amplifies the marine pushing power way too much,
       especially with overcharge added in. That is a straight up 15dps
       per marine affected (if my math is correct).
       Just an idea. Something needs to happen as zerg is currently
       only playable if at least half the terrans are absolutely
       incompetent. Might just be a streamer problem, but it is a
       problem. With that change terrans would need to put in more
       effort to tackle big spines and not just walk over them as they
       do now. (might also make it slightly harder to defend ramp
       against zerg endgame [if zerg by some miracle makes it there])
       As always I'm open to different suggestions.
       #Post#: 1026--------------------------------------------------
       Re: Power Field nerf/removal
       By: Speed Date: November 29, 2020, 12:52 pm
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       Yep, power field is quite strong. Maybe too strong, especially
       when looking at T1 marines.
       Maybe reduce damage increase from 3 to 2. At the end of the day,
       power field requires tech lab and 2k energy, it's a big power
       spike, but it comes at a cost.
       #Post#: 1028--------------------------------------------------
       Re: Power Field nerf/removal
       By: RickSanchez Date: November 29, 2020, 1:16 pm
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       [quote author=Mett Gaming link=topic=109.msg1025#msg1025
       date=1606674440][...]My suggestion: Remove the
       powerfield[...][/quote]
       No!! .. wth did I just read?!?
       [quote author=<heXnab>Speed link=topic=109.msg1026#msg1026
       date=1606675931][...]reduce damage increase from 3 to
       2[...][/quote]
       Maybe... But rather buff zerg to address meltingspine-issue.
       There are dozens of possiblities. To name two:
       -> Increase Bigspine HP
       -> Decrease Fuse Animation Time
       #Post#: 1029--------------------------------------------------
       Re: Power Field nerf/removal
       By: Oayoo Date: November 29, 2020, 1:36 pm
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       Removing the powerfield is a huge mistake.
       Terrans can't sustain a 40 vet marine push at 14 min... It will
       never happen.
       furthermore you should be able to have enough units to drain t2
       marines energy, they shouldn't be able to push that easily.
       I will repeat this again and again, not making economy early
       game will make you loose every games as Zerg.
       Most zergs loose their games because they go all-in from start.
       Capacity spawners must be nerf (check my other threads). This
       way Zergs will be obliged to not all-in early which will result
       in an overall buff since they will not fall into the noob-trap.
       3 ways to nerf capacity:
       -Bounty on capacity spawner's units.
       -capacity under t1
       -capacity nerf (to 4 units to 3 units spawned)
       We also like said speed nerf powerfield from +3 to +2. It is
       fine.
       #Post#: 1035--------------------------------------------------
       Re: Power Field nerf/removal
       By: deorai037 Date: November 29, 2020, 3:22 pm
       ---------------------------------------------------------
       ----------------------regarding power
       fields---------------------------
       Even without power field, 30 vets are generally going to make
       short work of a completely unprotected big spine. Power field is
       at its strongest when there's a huge number of t1 marines paired
       with power field; +3 damage across 70 t1 marines is an extra 210
       per volley, where as +3 damage across 30 vets is an extra 90 per
       volley.
       The others are largely right in saying that someone with 30 vets
       by 13~14 minutes in is unlikely to be able to actually keep up a
       push, because un-upgraded vets burn through energy really
       quickly.
       I don't disagree with the assessment that the sheer strength of
       terran t1/t2, in the hands of a high level player, is too
       strong.
       But from what I've seen, the vast majority of the playerbase
       does not know how to aggressively push with t1 marines. There
       are many competent, above-average players who are steady,
       reliable partners when pushing with t2 or t3 marines, but won't
       start pushing down big spines until much later than an
       aggressive t1 player. It's fairly unlikely for these players to
       push into big spines until the 17~21 minute mark depending on
       how safe they feel. Against average players, a mix of roaches +
       spine infusions should be more than enough to hold out until
       brutas, and against above-average players, slowing them down
       with riskier plays early on (for example, redirecting forces
       away from an average player to hit a stronger player with a
       double wave close to the start) usually buys enough time.
       30 vets at the 14 minute mark, or 50~60 t1 marines mowing down
       your base, is the exception to the playerbase, not the rule. Two
       average Zerg may lose to two above average terrans + four
       average terrans, but two high skill zerg can usually win against
       two high skill terrans + four average terrans (assuming the high
       skill terrans are split up between both halves of the map).
       ----------------------regarding spawner capacity and "noob
       traps"----------------------------
       As for what Oayoo is saying, I disagree with the philosophy of
       "remove options outright to eliminate noob-traps," because there
       are already so many other noob-traps that it'd be like tossing a
       dry towel into a rainstorm.
       I have a "teach one Zerg newbie a day how to play" policy, and
       the first thing I tell new Zerg partners is "hey, you should
       only build spawners + spires in the early game because we have
       to build up our eco for late game." I will watch my Zerg partner
       carefully for the first 90 seconds.
       Maybe 1/3 of the time they actually listen, and I proceed to try
       and teach the Zerg how to play to the best of my ability. Sure,
       sometimes the first thing they build is mass tanklings, but I'm
       proud of the newbie Zerg for catching on pretty quickly.
       The other 2/3 of the time? People fall into one of the many,
       many other noob traps available to Zerg that I explicitly warn
       them away from. Sometimes, it's the offensive off-creep hydra.
       Other times, it's building like four creep tumors because, idk,
       they really like creep. More often than not, it's saving up
       money and buying packed mass, ferocity, or attack 1 right off
       the bat. At this point, I understand that I will not be the one
       to successfully teach them how to play Zerg, and leave.
       The problem is, a lot of players just aren't taught how to play
       Zerg at all, and so while a significant number of newer Zerg
       players would be salvageable if someone just taught them, a lot
       of players just end up going 5, 10, 20 games just trying to
       vaguely figure out the mechanics of Zerg and falling into noob
       traps every time.
       Furthermore, nerfing spawner upgrades is also way too subtle of
       a change that most average Zerg players will not really be able
       to understand or even notice. That's.... exactly why most
       players are only average in the first place. Most average
       players aren't aware of their own gameplay decisions to make
       active changes to their playstyle. At best, you'll have average
       Zerg players going "omg I'm losing more," without ever really
       pinpointing why they're losing more.
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