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       #Post#: 1306--------------------------------------------------
       Changes Take 2
       By: WMaster Date: December 16, 2020, 6:46 am
       ---------------------------------------------------------
       Hello everyone,
       As you might have noticed I tend to read more than participate
       in balance discussions. Most of you already make very
       informative and thought out posts so there’s little need for me
       to ask questions. Just the need to piece everything together and
       try to make a decision.
       I’ve had some reports that the game is less enjoyed since the
       coming of 4.0, and hope to be able to change that. Statistics
       also show a decent drop in player activity. Must warn you that
       it’s quite a long piece of art I created here. Summary is at the
       end.
       Strategic Variety
       With the removal of Chemical Plants and the rework of Firebats,
       there is little variety left to attack with as Terran. The new
       Firebats seem not to fulfill any major role and this makes it
       feel like they were flat out removed. There’s now just a single
       army composition to work with and that makes the game feel more
       one dimensional. Also a defensive tech path now has no tools to
       put pressure on the Zerg, making it much less viable. The result
       being there is quite a loss of viable strategies.
       Some might perceive the lack of diversity to be something good,
       as it gives clear incentive to what strategy is effective, so
       their allies will be of greater use, but for most players it can
       quickly become stale, it would be more fun if they were able to
       try and discover new playstyles. Also, for some it might be very
       hard to be effective with what’s currently in the game, they
       might consider to not play the game anymore. I think it would be
       good for those players if there were some easy to execute
       strategies available, yet being cautious to not let such
       strategies become too strong in the hands of more capable
       players.
       In my opinion there should be no problem with some suboptimal
       strategies as long as it introduces some unique traits. I think
       the term noob trap is used a bit too loosely, in my eyes a trap
       would only qualify if it serves a similar purpose, has similar
       traits and has a lower effectiveness for its combined tech,
       train and maintain cost compared to something else. Perhaps
       options without any contribution towards winning could also be
       considered a trap, but generally these are rare. I think
       allowing for some new but suboptimal playstyles would be good
       for strategic diversity. Some might say they would have less
       enjoyable games due to their allies being not as effective as
       they could be. But who’s to say that they have not chosen the
       most effective strategy for their specific skillset. Suboptimal
       strategies can also become the most optimal when considering
       counter play, although there is still to improve upon that
       matter.
       Bunker Strategies
       It might have been unfair to call bunker and Chemical Plant
       strategies being very boring to execute. Some players reported
       it was quite enjoyable and that it was not just looking at
       numbers meeting a certain threshold. There was a balance
       required with getting enough defenses and getting more economy,
       so you could later attack with higher tech units.
       However, Hecari pointed out that there was a more fundamental
       problem that might caused most complaints. When a player builds
       a full walloff, Zerg cannot easily break this early on, so it is
       likely more effective to rally all units to another player that
       has an open base and try to deal damage there. The increase in
       pressure can lead to frustration as it feels like it is a direct
       result of your ally making a bunker. More experienced player may
       be able to take the heat, but they would certainly hope that
       their allies will become effective fighting the Zerg because of
       their hold. Others may feel inclined to bunker themselves too,
       even though they prefer another playstyle, the lack of choice
       caused by an ally creating a bunker may be frustrating too.
       Although arguments can be made that with every team game
       choosing for a coherent strategy is highly effective. But this
       can be hard with, what others also pointed out, a game that does
       not have any ranked selection and is mostly filled with random
       players. Players can just come into the Arcade, choose a game
       and play a style however they feel like.
       Knowing that, I think it would be great if bunkering were
       possible alongside another playstyle. But currently some players
       feel that bunkering is not viable anymore and that it forces
       them to play differently. I have a few ideas to hopefully make
       it a bit more viable and to not make it stress out aggressive
       players.
       [list]
       [li]Allowing Zerg to have answers to bunkers earlier in the game
       so they can still choose what player to pressure regardless of
       playstyle.[/li]
       [li]Adding a research for the Construction Yard to produces gas,
       but with some risks to it.[/li]
       [li]Reworking the Siege Tank to be a tool for bunker strategies
       to pressure Zerg from a distance. It should have a significant
       cost such that losing it is a major setback.[/li]
       [/list]
       Countering Bunkers Early
       deorai037 came up with an idea to let Beastlings have increased
       damage to structures and to reduce the cost of Armor 1 so it is
       more easily attained. Terran bunker players would have to choose
       between getting additional damage to keep Beastlings away from
       walls or to invest into wall upgrades. I like the idea of having
       multiple options here. Fortification upgrade is more effective
       against higher attack rates with lower damage per attack.
       However the Beastling already has a rather high attack speed of
       0.7 sec, so to increase it further would make it look bad. To
       increase its base damage to structures by a few numbers would
       make it go on par with an Ultralisk. Which might be alright
       given the cost of the spawners, but it does make it more
       difficult to use armor to defend against them. Another option,
       to which I’m leaning, is for them to deal splash damage to
       walls. Effectively increasing the total damage for most
       situations while splitting the damage to be reduced by multiple
       sources.
       Besides an option that scales well, it may be good to have an
       effective option that’s just for the earlier stages. Given the
       current nature of Tanklings being not very useful, they could be
       given a bonus damage to structures which does not scale to
       fulfill this role. They would still have their tickle ability to
       units, but would do high damage to structures in the early
       stages. Their primary goal would be to take down walls and I
       think it would also be great if they were to target the closest
       unit or structure instead of going after attacking targets, this
       to prevent mazing from stopping them using their attacks. So a
       good counter to mazing or funneling would be the Tankling.
       Gas Production
       Being able to build several Chemical Plants safely on the high
       ground might have been too much. But I do think that investing
       for later stages in the game can be a fun strategy. If Zerg is
       able to put pressure to bunkers, then there is a way to attach
       risks to it.
       My idea is to allow the Construction Yard to generate gas when
       it is built outside the main base. Since you can only build one,
       there is not so much room for exponential growth. It should
       first be researched at and has 3 levels. As an added feature,
       the Construction Yard will only produce at full capacity when it
       has been built for some amount of time. Initially I would try
       about 5 minutes. This means when you lose the Construction Yard,
       you’ll first have to find a way to build it outside the main
       base again, and you’ll have reduced income for the first several
       minutes after that. This might make the risk and reward a bit
       more balanced.
       As for actual values. I thought one Chemical Plant’s worth of
       production to be its maximum. Producing as much as one to three
       Refineries depending on level. And whether it’s upgraded
       depending on the construction time, so that’s a +100% increase
       after set amount of time. For the cost of researches, I was
       thinking 150/250/350 gas, putting the total gas cost little over
       what was required for the first Chemical Plant while allowing
       for more efficient versions with partial investments.
       Siege Tank
       The Siege Tank was previously used against the former Ravager
       artillery spawned from the Infestor which was consuming units
       for energy. That feels like some time ago, and it wasn’t even in
       a great spot back then. Mainly used to defend and delay the game
       indefinitely. They’re not used as much today so I think it will
       be good to rework them and make it an easy offensive tool for
       bunker strategies.
       Requirements
       To prevent offensive power to get out of hand I’d like to make
       it so you can just create one, like with Tech structures. I
       propose to make it a bit out of the main tech tree so it becomes
       a more specific playstyle. They would have to require to current
       Sentry Supercharge research, which I’ll then rename to ‘Plasma
       Cannons,’ since the Siege Tank effectively has a giant plasma
       cannon and Sentry Guns have their colors shifted to red as well.
       This means that 3 levels of Fortification must also be
       researched, making it a good combination when the Siege Tank can
       hit from behind walls.
       Upgrades
       To give more variation to the Siege Tank, there could be some
       unit-specific upgrades like range, damage and impact radius or
       even some variation with fire abilities. You could say it would
       be like a hero unit. I feel like the upgrades should primarily
       cost minerals, because it’s an investment in army. Needless to
       say, upgrades will also perish when it’s destroyed. Giving Zerg
       some leisure when they’re able to break into a fortified base
       and destroying the artillery.
       Balance
       I can imagine concerns come to mind about it becoming a very low
       risk compared to other offensive options. And I do agree it is a
       much safer option, normally you have to work your way into a
       stream of zergs, which can cost several energy charges and
       possibly even units, so perhaps the cost of firing a blast can
       be tuned to reflect that. With a significant cooldown, the
       maximum offensive strength can be limited so a Zerg wouldn’t get
       crippled too fast and is able to rebuild or heal up with
       transfuse. I also feel like Zerg should be protected from such
       attacks within the inner base and that the range could only
       reach Large Spines when sieged outside the main Terran base.
       Alerts
       Previously Firebats had a problem where they could hit very hard
       while Zerg being unable respond in time. For the Siege Tank I’d
       like there to be plenty of time for the Zerg to prepare. I
       thought of an alert message when they are created, together with
       them being revealed at all times. New players will know what
       hits them, and more experienced players will have time to
       prepare an effective countermeasure as the upgrades may take
       some time to get. As for countermeasures, there are not many
       yet, spreading structures could work, but Zerg isn’t that
       effective with defenses. It’s also a topic that has been
       discussed. Perhaps Creep Tumors could boost regeneration and max
       health to nearby structures, just a quick idea, let me know if
       you have better ones. But no, Zerg cannot have massive Protoss
       shields.
       Balance Problem
       Some mentioned there is a main balance problem where Terran is
       too strong with skilled players, while Zerg wins most games with
       less experienced players. Perhaps the Siege Tank will help even
       out balance for newer players, but for the skilled scenario
       there is need for Zerg to be able to counter devastating pushes.
       Like stated before, Zerg doesn’t have great defensive abilities,
       so to withhold attacks it often comes down to having enough
       offensive strength from spawners or making a stand at Large
       Spines with Transfuse. It makes defending a bit unstable. I
       think Zerg could use some better defenses to prolong the game in
       their favor.
       Hydralisk
       I think Hydralisks could be buffed to compete with early
       aggression. I feel like they are currently in a spot where they
       cost more than what they allow with buying time for income. Of
       course this depends highly to how they are used, but I think
       that’s good to set apart skilled players. However it’s easy for
       them to become too strong, like they have been in the past, they
       only need to be a threat combined with a stream of spawner units
       and not become a major obstacle later in the game. They should
       have less range than Marines so they can be kited, they can
       close in when other units draw attention.
       For the Hydralisk I’m thinking to reduce the maximum life stacks
       by one, they’ll have a lesser health pool and also less maximum
       range. But increase the rate to regain stacks significantly and
       also start out with one stack when created. This so you can
       create them when needed without them dying instantly, and the
       faster regeneration allows them to be used for the next fight.
       It would then be more vital to save them when they’re about to
       die. It’s still hard to see which ones are prone to dying, so I
       think using a different model, the default Hydralisk model, when
       they have no lives left to indicate this.
       I’ve read comments on the Hydralisks standard regeneration being
       too slow too. It’s oftentimes better to kill and get full health
       than to let it slowly regenerate. It’s indeed a bit silly, you
       get 48 HP worth of regeneration in the same time you get a 200
       HP life bonus. And that is even for a long 120 seconds. I’d say
       let’s crank up that number and thanks for letting me know.
       Infestor Transfuse
       Besides making Transfuse cast instantly, I see another possible
       improvement. It’s quite a waste to use Transfuse only for an
       increase in structures maximum health, because you only get 100
       additional life compared to a full 300 when being damaged. I’d
       like to increase the health gain to 200 HP so it becomes a more
       viable option. This is not so much an upgrade in the heat of
       battle defending a Large Spine like the instant cast is, but it
       does give more time to respond to an attack and regeneration
       applies for longer. I consider it a minor buff to Zerg defenses.
       Amount of stacks may remain the same.
       Large Spine Crawler
       On the topic of T1 Marines being relatively unchanged and their
       offensive power remains too much in the hands of capable
       players, I think increasing the Large Spines base damage and
       impact radius would help. When increasing base damage from 70 to
       75, the inner damage area will do exactly 45 damage, killing
       multiple full health T1 Marines when they’re packed together.
       Also, the outer radius will deal 15 damage instead of 14,
       allowing to kill T1 Marines in 3 hits. Increasing the outer
       radius will make it more likely they’re hit this many times.
       There’s still an awkward spot when being hit by outer together
       with the middle area, allowing to survive with 3 HP. Increasing
       the middle damage from 35% to 40% will change that. Large Spines
       should then be fine-tuned to deal with T1 Marines.
       Enlisting changes:
       [list type=decimal]
       [li]Base damage from 70 to 75.[/li]
       [li]Splash Areas radius from 0.7/1.2/1.5 to 0.7/1.2/2.0.[/li]
       [li]Splash Areas damage from 60%/35%/20% to 60%/40%/20%.[/li]
       [/list]
       Banelings
       I’ve done some experimentation with Banelings, they can be very
       dangerous in higher numbers, but have no effect going in one by
       one every 40 seconds. To that extend I think it would be good if
       they were able to mass up with more than 2. Potentially even to
       an unlimited amount as long as their train time is not that
       fast. I believe it’s even possible to increase the train time
       based on how many units spawned with the latest major update
       Blizzard released. These dynamics were actually created to
       enable more Moba type games, but they prove to be quite useful.
       It might be great to have a different kind of dynamic like this.
       I’ve also experimented with an added ability for Banelings.
       Making them launch acid spores when exploding. These spores
       launch into random locations dealing not too much area damage on
       impact. Impact location range varies from nearby to about 7
       range. Because of the random nature, it has a lower probability
       for multiple spores from different Banelings to hit the same
       location. This creates an effect that it’s stronger against
       units with lesser health who need lesser hits at the same
       location. Units like Veteran Marines are more likely to survive
       and be back with full health the next wave. If the randomness is
       disliked it can also be made to fire in the direction of the
       attacker, but with lower damage. However, I personally like it
       looking like an explosion with the random locations. They won’t
       actually be fully random, I divided the general direction into 5
       sections, and it will choose 3 out of those 5 to launch to.
       Where it hits within the section is randomized with the
       capabilities of the data editor.
       With the increase in effective range, it becomes even more
       crucial to keep them at a distance. Closer than about 5.5 range
       could spell disaster. Therefor I propose to make them have much
       lesser health, but increased armor. From 90/0 to 30/3. T1
       Marines will take similar time to kill them, while Vets and
       Elites have an easier time keeping them at a distance. Also
       Shock Troopers can be a great counter if spotted early enough.
       Firebats should be good at tanking them, keeping them away from
       Marines. However, Firebats have been reported to be not that
       useful. But if they were able to tank hits, then I think making
       Banelings light units would do good, so they can’t just bypass
       them.
       Spores dealing 25 damage in a radius of 1 seems to be effective
       at taking out groups of T1 Marines. Making them require 3 hits
       does much less so. In conjunction with Hydralisks they might
       also be a great defensive tool, but that has to be tested.
       Firebats
       My guess is that Firebats are not that durable to be used as a
       tank. Proposing to increase health by quite some to get a feel
       for what tanks will mean for the Terran army. Increasing health
       from 100 to 200 and upgraded health from 300 to 500. I just hope
       it will not tip the scale too much. What I imagine they could be
       used for is to prevent more costly units from dying when facing
       a large amount of grouped Zerg. They should be able to take hits
       for long enough so the main damage dealers can clear the wave.
       Maybe the Heavy Plating upgrade is a bit too expensive just for
       a unit with that purpose, so reducing its cost from 250 to 200
       might do well, you can get an additional 500 HP Firebat out of
       it.
       Minor Adjustments
       [1] There were suggestions to incorporate more units into
       certain Armory upgrades, an example being the Conservation
       upgrade to include Firebats. And I think that’s a good idea to
       some extend. I’ll throw in a variation that Reapers get +1
       attack from Penetrating Laser too. Reapers are just used in the
       early game and this might help for them to be effective for a
       moment longer. They’re basically non-existent to Roaches and
       beyond, so I think it wouldn’t hurt to give them this minor
       buff, perhaps someone can find uses with it.
       [2] Making hotkeys for Armory upgrades should also be a thing.
       I’ve always been clicking upgrades, but there’s no need to
       enforce that.
       [3] Suggested has been to re-apply some damage reduction bonus
       from Defenders to Construction Yards. Observed was that they
       don’t feel like they add defensive value. This can be done, but
       not as much as before. With a +4% on max 3 stacks you jump from
       +67% to +108% effective health, I think that’s a good place to
       start. Note that effective regeneration/repair also applies
       here, so it should be noticeable given the added repair bonus.
       [4] Tanklings have about a +39% effectiveness for taking hits
       compared to Slowlings considering their armor bonus from Armor 1
       and their training times. However, they cost about a 50-40% more
       (decreasing with supply levels) while increasing income by the
       same amount. I think putting them near 30% more cost would be
       better. Decreasing mineral cost from 120 to 100 places them at
       around 35-30% more cost.
       [5] Also suggested was to decrease the Zerg Armor 1 research
       cost. So it is less of an eco penalty which is crucial early in
       the game. Beastlings could then be more of a choice perhaps. I’m
       thinking to decrease it from 800 to 400. I feel like that makes
       it more accessible, Armor 1 isn’t a high improvement and does
       also not help with eco, so I think this change might be safe. Do
       let me know if it is actually a bad idea.
       Zerg Inner Base Idea
       I came across this idea when I was looking for ways to prevent
       Siege Tanks from attacking the Zerg high ground. The Idea is to
       create large Zerg walls around the inner base area that prevents
       attacking through. Zerg would have an ideal safe position
       building there, as Terrans should only be able to attack from
       the north and south entrance. No Siege Tank, Stasis Cannon or
       any other form of attack, except for the Ion Cannon. Imagine it
       being like a giant dome Zerg like structure that only Ion
       Cannons can breach. Preventing scans from working there would
       give Zerg some mystery as to what they are up to within their
       inner base. The near-only way to find out is to send units up
       the ramp that could very well be heavily guarded.
       It can be made to look very well with all the effort the
       Starcraft 2 team has put into creating models to be used for
       aesthetics. There are way more of those than for actual units.
       To make it actually function required some experimentation.
       There’s no built-in function to prevent units attacking a
       specific area, but I did find a decent option to prevent units
       targeting a certain cliff level. This can be used if the inner
       area were to be raised by one cliff level, so it becomes the
       only area with cliff level 2. I’m not planning to raise all
       surrounding areas to accommodate, as it would cost a lot of
       space, which is comes at a premium for Zerg, not to mention the
       pathway restrictions. But I am planning to raise the side areas
       by one. This to give it some more protection and I think it
       would look good. So it comes down to the inner base having a big
       ramp of 2 levels. Layout will not change much.
       With this, Zerg wouldn’t have to worry as much about where to
       place eco structures, inside is safe. Personally I really like
       the idea and its implications. Let me know if you have
       suggestions for it.
       Final Note
       I hope these changes appeal to most of the players, I feel some
       who enjoyed last patch might disagree with some aspects, as it
       is a little step back from that general direction. Some
       suggested to just try out some things, so here’s my proposal.
       Let me know what you like or dislike, there’s room to adjust
       like last time.
       Changes will be subdivided into multiple patches, this because
       of the battle.net patchnote limitations. I’ll try to keep
       changes somewhat congruent within patches.
       Summary
       [list]
       [li]Beastling
       [list]
       [li]Deal percentage damage to nearby walls upon attacking a
       wall.[/li]
       [/list][/li]
       [li]Tankling
       [list]
       [li]Deal additional flat damage to structures. Around 10-15
       damage.[/li]
       [li]Make default AI target closest enemy instead of attacking
       enemies.[/li]
       [/list][/li]
       [li]Construction Yard
       [list]
       [li]Add research to produce gas. Cost 150/250/350 for 1/2/3 gas
       per 3 sec.[/li]
       [li]Make gas production only possible when build outside the
       main base.[/li]
       [li]Add passive ability to generate double the gas income after
       5 minutes of construction.[/li]
       [/list][/li]
       [li]Rework Siege Tank
       [list]
       [li]Limit to only one that can be built from the Construction
       Yard.[/li]
       [li]Make it require upgrade ‘Sentry Supercharge’ but rename it
       ‘Plasma Cannons.’[/li]
       [li]Increase creation cost to about 300 minerals and 100 gas.
       Train time to about 40 sec.[/li]
       [li]Allow for upgrades within the Siege Tank. They are lost when
       destroyed.[/li]
       [li]Make its fire ability cost quite a bit. Thinking 100-200
       minerals, 2000-4000 energy.[/li]
       [li]Make them revealed for Zerg and alert Zerg players when they
       are constructed.[/li]
       [/list][/li]
       [li]Hydralisk
       [list]
       [li]Starting with +1 life when spawned.[/li]
       [li]Remove Hydralisk Spawn Size upgrades.[/li]
       [li]Increase life gained rate, time from 120 sec to 50 sec.[/li]
       [li]Increase life regeneration from 0.4 to 3.0.[/li]
       [li]Reduce maximum lives from +3 to +2.[/li]
       [li]Indicate having no additional lives with changed unit
       model.[/li]
       [/list][/li]
       [li]Infestor
       [list]
       [li]Make Transfuse cast instantly.[/li]
       [li]Increase structure maximum health gain from 100 to 200. (Max
       1600.)[/li]
       [/list][/li]
       [li]Tune Large Spine Crawler
       [list]
       [li]Increase base damage from 70 to 75.[/li]
       [li]Increase splash radius from 0.7/1.2/1.5 to 0.7/1.2/2.0.[/li]
       [li]Increase splash areas damage from 60%/35%/20% to
       60%/40%/20%[/li]
       [/list][/li]
       [li]Upgrade Baneling
       [list]
       [li]Change health/armor from 90/0 to 30/3[/li]
       [li]Make classify as Light.[/li]
       [li]Add 3 Spores coming from explosion, dealing 25 damage in an
       area with radius of 1.[/li]
       [li]Make Spawner spawn an unlimited amount.[/li]
       [li]Make Spawner train time depend on amount of units alive
       produced from Spawner.[/li]
       [/list][/li]
       [li]Buff Firebat
       [list]
       [li]Increase health from 100 to 200.[/li]
       [li]Increase Heavy Plating upgrade health from +200 to
       +300.[/li]
       [li]Decrease Heavy Plating upgrade cost from 250 to 200
       gas.[/li]
       [/list][/li]
       [li]Other
       [list]
       [li]Incorporate Shock Trooper and Firebat into Conservation
       upgrades.[/li]
       [li]Reapers gain +1 attack from the Penetrating Laser
       upgrade.[/li]
       [li]Re-add +4% damage reduction from Defenders linked to
       Construction Yards.[/li]
       [li]Decrease Tanklings Spawner mineral cost from 120 to
       100.[/li]
       [li]Decrease Armor 1 research cost from 800 to 400.[/li]
       [/list][/li]
       [li]New Zerg Base
       [list]
       [li]Raise inner base and extend the ramp.[/li]
       [li]Protect inner base from all attacks except Ion Cannon, also
       from Scans.[/li]
       [li]Raise base side-areas to give it more protection.[/li]
       [li]Make it look pretty with Zerg walls.[/li]
       [/list][/li]
       [/list]
       #Post#: 1307--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 16, 2020, 8:30 am
       ---------------------------------------------------------
       obviously cant say much about those changes before testing them
       but just from reading I feel like 500 hp fb may be a little too
       good for big spine tanking
       u cant rly micro as zerg when u are busy spamming transfuses and
       just 2 fbs in front of army would give 1k hp to tank... feels a
       little too much
       other than that I really REALLY look forward to trying all this
       new stuff out
       rins pushing is fun but after a few dozen of games it starts to
       become a little boring with every match looking the same
       only thing I am sad about is no change for very early leave...
       this thing rly is too broken
       welp here come "some who enjoyed last patch might disagree with
       some aspects" :D
       new stuff coming to game and nabs+ink unhappy... who could ever
       predict it XD
       also speed I am still waiting for u to join mett stream and
       prove to us how op roaches are
       #Post#: 1308--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 16, 2020, 8:59 am
       ---------------------------------------------------------
       This is about what I expected, sadly I expected nothing good.
       I can hardly see just 1 change that would add skill to the game.
       (I guess there is some decision making for zerg, but I'm pretty
       sure it will be mono-build for most players anyway).
       Armor 1 400 minerals is ridicoulus, at least nerf infestor
       attack range by 2 and reduce their move speed off creep by at
       least 0.5!!!!! Infestor rush is already pretty potent at
       cheesing out the 2 strongest terrans. (looking at you, Najdorf)
       Buffing big spines, even if perhaps necessarry (for me they've
       been fine the way the are), discourages terrans from pushing,
       and rather resort to camping. This is bad^^.
       Tankling... xd... 10-15 dmg? Primals have 11, ultra have 16.
       What. In. The. Actual. Fuck. I'm not explaining why this is
       ridiculous, you can figure out that one yourself!
       The only zerg game I lost this patch was to ion!!!!! I won games
       with roaches, primals, ultras and brutas used, roach is the
       strongest (which is ridiculous, it's an A2 unit that is only 7
       supply). Yet roach goes unchecked again, because community is
       still whining xd(they really think roach is bad, when really it
       is still the best xD). Ion / energy support for marines is
       probably way better than tank, unless tank is OP, in which
       case...
       Just realise it already, you cannot give terran
       2323978606204304897456349 tools, it will be impossible for zerg
       to do shit. Yard can already produce gas, it's called
       "converter" and has been in the game forever! I'm even
       questioning terran's ability to win with ion sometimes. (of
       course if ion is removed, some stuff like mass hydra and mass
       infestor is something that has to be limited^^)
       Middle is unchanged, so sides will use low ground yard I guess,
       and middle still fucked over by map design. Perfect, that's what
       we need, inequality based on spawn position. Let's camp for
       those yard upgrades, while middle just cries. (had someone call
       me the n-word and rq the game, because I was building my cow
       economy and not pushing at 10min. Finished the game with vets,
       despite that sucker leaving).
       The firebat change is okay-ish, 500 HP will definetely be a
       massive tank, if it's added, we will see whether or not it is
       OP. The hydra change might be fine, though I don't think 7 range
       hydras will be too useful at stopping a competent terran, but it
       could be fine to add. Armor 1 change might be okay if infestor
       is nerfed (attack range, movespeed off-creep). All other changes
       are bad and the majority of them encourages camping. Bunker is
       still too strong (at least strong enough) in current patch,
       DON'T buff it.
       Suggestion: Don't do this patch. No offense, but it's gonna make
       the game worse than it is right now.
       #Post#: 1309--------------------------------------------------
       Re: Changes Take 2
       By: Oayoo Date: December 16, 2020, 9:13 am
       ---------------------------------------------------------
       To start, overall, this patch clearly nerf Terrans push power
       which would be normaly not bad. However the way it is done is
       dangerous:
       With everything you add, Terrans will have the choice between
       rush marines or rush tank.
       Pushing with marines will be most likely impossible for an
       average players because of the new Zergs buffs. They will
       naturally go bunker and rush tank.
       So we are going back to the old patch, (tank replace firebats).
       All Terrans will camp behind walls and clear all the outside
       ring of Zerg from afar with tank shot...
       Now let's talk about individual things:
       -armor 1 cost reduce: Zerg armor upgrades need some cost reduce
       but not like that. You need to buff a little all the armor
       upgrades. Decreasing a lot only armor 1 will open a new
       disgusting behavior which is the infestors rush from start...
       You really don't want to see that.
       -Tanklings up against walls : I can't agree with these kind of
       stuff. As i always said Zergs are strong mid/late game, you are
       going to give Zergs more tools to all in early-game.
       I can't believe you still are adding stuff like that. Zerg hex
       totally don't need that.
       -Beastlings up : same as Tanklings but with no impact, they will
       still be useless. They need to be removed of the game.
       -Yard upgrade : This is actually so messed up, i will try to
       explain:
       First, obviously players will abuse this new yard and play on
       one gas with walls around 1 yard + defenders. They will fast be
       able to have more eco with 1 gas than normal terrans will have
       with 3 gases. This set-up will not break before torra/omegalisk.
       Which means once again, Wmaster, you are telling to Terrans to
       NOT expand !!!!
       To resume, you are trying to encourage Terrans to expand by
       building the yard outside for them to bunker ??? I'm sorry but i
       don't understand the logic behind this move.
       -Firebat's up : I actually like that. They obviously need to
       tank more.
       -New base : Nothing to say, it's cool.
       -Siege tank : Can't say now, not enough data about it. Why not.
       The only thing i can say is that you should just remove the
       turrets because they are useless and encourage Terrans to play
       bunker.
       -Hydra/infestors buff : I'm fine with it, Zergs need power, it
       is cool.
       Last thing i want to say is that you totally can play bunker in
       the current patch. I won games with ion against good players in
       this patch. Bunker is not dead, players just didn't adapt to the
       new patch. PLIZ, DON'T BUFF BUNKER with the return of the
       defenders.
       To conclude: some good stuff and lot of weird stuff, to not say
       catastrophic.
       #Post#: 1310--------------------------------------------------
       Re: Changes Take 2
       By: elon.schools@yahoo.com Date: December 16, 2020, 9:17 am
       ---------------------------------------------------------
       first I want to say I am looking forward to this patch. I will
       have to play it to give full feed back.
       [quote author=<heXnab>Speed link=topic=138.msg1308#msg1308
       date=1608130765]
       Armor 1 400 minerals is ridicoulus, at least nerf infestor
       attack range by 2 and reduce their move speed off creep by at
       least 0.5!!!!! Infestor rush is already pretty potent at
       cheesing out the 2 strongest terrans. (looking at you, Najdorf)
       Buffing big spines, even if perhaps necessarry (for me they've
       been fine the way the are), discourages terrans from pushing,
       and rather resort to camping. This is bad^^.
       Tankling... xd... 10-15 dmg? Primals have 11, ultra have 16.
       What. In. The. Actual. ****. I'm not explaining why this is
       ridiculous, you can figure out that one yourself!
       The only zerg game I lost this patch was to ion!!!!! I won games
       with roaches, primals, ultras and brutas used, roach is the
       strongest (which is ridiculous, it's an A2 unit that is only 7
       supply). Yet roach goes unchecked again, because community is
       still whining xd(they really think roach is bad, when really it
       is still the best xD). Ion / energy support for marines is
       probably way better than tank, unless tank is OP, in which
       case...
       Just realise it already, you cannot give terran
       2323978606204304897456349 tools, it will be impossible for zerg
       to do ****. Yard can already produce gas, it's called
       "converter" and has been in the game forever! I'm even
       questioning terran's ability to win with ion sometimes. (of
       course if ion is removed, some stuff like mass hydra and mass
       infestor is something that has to be limited^^)
       Middle is unchanged, so sides will use low ground yard I guess,
       and middle still **** over by map design. Perfect, that's what
       we need, inequality based on spawn position. Let's camp for
       those yard upgrades, while middle just cries. (had someone call
       me the n-word and rq the game, because I was building my cow
       economy and not pushing at 10min. Finished the game with vets,
       despite that sucker leaving).
       The firebat change is okay-ish, 500 HP will definetely be a
       massive tank, if it's added, we will see whether or not it is
       OP. The hydra change might be fine, though I don't think 7 range
       hydras will be too useful at stopping a competent terran, but it
       could be fine to add. Armor 1 change might be okay if infestor
       is nerfed (attack range, movespeed off-creep). All other changes
       are bad and the majority of them encourages camping. Bunker is
       still too strong (at least strong enough) in current patch,
       DON'T buff it.
       [/quote]
       I do think the armor 1 drop to 400 is pretty bad, maybe 600 at
       most. 400 lets people pretty much get earlier infestors and
       really just mess with terrans who really cant stop them early.
       Big spines did need a buff as pretty much anything besides
       reapers and fire bats could just walk over them. This damage
       buff will make T1 pushes pretty useless and force people to tech
       up more than just T1 pushes. Which will give zerg time to eco or
       get other units to stop terrans.
       On tanklings 10-15 damage, that would be vs structure and not vs
       units. He mentioned several times that it was to turn tanklings
       into something useful to break turtles earlier rather than being
       forced to move focus because a terran has fully walled off its
       no longer efficient to target him.
       I will say, if you play with other great zerg then you can win
       90% of random lobbies as then are filled with noobs who dont
       fully understand the game
       Also, converters dont "produce" gas they consume minerals to
       turn into gas. Not really producing since its a 2-1 trade as
       well.
       I do agree middle needs a redesign to be more like sides as
       middle is really easy for zerg to break and hard for terrans to
       hold all of it.
       I do agree with adam on the firebat hp upgrade, its quite the
       amount. 500 seems like it might be a little high.
       #Post#: 1311--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 16, 2020, 9:28 am
       ---------------------------------------------------------
       And because converters burn minerals they are perfect. You
       cannot just make X amount of them, you need to balance it.
       I will post clip on "perfect" big spine kill. Dmg buff will only
       help vs. noob + it's a buff that doesn't  add any skill
       sceiling, it just makes every zerg stronger.
       Edit: screw that clip lol, have a fun replay I played a while
       ago, one where I figured out big spines are a joke.
  HTML https://drive.google.com/file/d/1Wm_o44be4DwLJn2Xol1McIolPTXVZJd7/view?usp=sharing
       Yes, I'm free, yes zerg does little to nothing to defend big
       spines, but just look how easily you can outmicro those things;
       a dmg buff to big spines will be quite detrimental to bad
       terrans, but not a big deal for good terrans (unless
       re-targeted, but most zerg won't do that lol)
       #Post#: 1313--------------------------------------------------
       Re: Changes Take 2
       By: RickSanchez Date: December 16, 2020, 12:07 pm
       ---------------------------------------------------------
       worst patch 2020
       *e* follow up coming
       #Post#: 1316--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 16, 2020, 1:14 pm
       ---------------------------------------------------------
       so far seems like people who dont like it are (och surprise
       surprise) nabs (+ink)
       if nothing else this is proof beyond all how good this patch is,
       they loved last one and like wm said himself game got quite a
       hit to popularity
       #Post#: 1317--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 16, 2020, 2:14 pm
       ---------------------------------------------------------
       The average hating patch is a good thing. They all suck and
       think game is tower defense^^.
       There is plenty of (good) TDs on aracde, no need for hex to be
       one^^ Yes, I like the current patch, even though roach is OP,
       and yeah, it's far from perfect, but still better than 3.x
       (firebat, omegalul), and this proposed change is just a step
       back on many things.
       Static zerg buffs, random new stuff for terran, that "encourage
       different styles of play"...
       Why is it so bad if terran has 1 main strategy?? Let's pretend I
       wasn't against it, how do you make 3-5 strategies that are
       different from each other, that are "fair" in balance, based on
       timings, difficulty of execution and what your team does... they
       won't be, or it will take a long long time of balancing... there
       will always be that 1 strategy that is easier / better than the
       others (similar to how roach is overall just the best zerg
       unit^^)
       I'm calling it right now, and you don't need to be a genius to
       see this, but the proposed tank is either gonna be super useless
       or super broken. For a new unit to "fit" into the game without
       being too strong / weak there needs to be a lot more reasoning
       behind other than "terran should have more than 1 build".
       Besides, terran in current patch can do:
       -Sheep into fast (9-10min) armory, try hurt and scare zergs
       early, limiting their growth. (In theory this is the perfect
       build, if all 6 terran can execute this kinda well, the zerg
       will not just be limited in growth, they will (and should) die
       before reaching any meaningful tool.
       -6-9 sheep into fast yard for cows, armory at 14-16minutes, will
       hurt zerg a lot later, but the army you will have at 20minutes
       will be 2x the size of the army of the 1st build (cows are
       stupid strong eco, but you have to invest right away, otherwise
       it will take too long to pay off)
       -Shock + reaper, while probably not the greatest, certainly is
       still something you can play. Mass shock to snipe big spines can
       be pretty strong, especially when you have good allies that will
       take care of the zerg units, allowing you to take care of the
       zerg's defenses.
       -And obviously, if all of the above fails, any semi decent
       terran can fall back to rushing ion - bunkering for a decent
       amount of time is still very much possible. Especially the
       earlier you realize that pushing the zerg will not succeed.
       -Just playing support with lab, usually after taking a lot of
       early focus / getting pushed back and delayed so much you cannot
       make a strong army is totally viable. Depending on how the game
       goes you might also do a fast ion to clear the 2 high ground
       spines (this will be especially useful if that vision block is
       implemented), setting up both for a victory by push & ion win.
       Tell me again how terran is one-dimensional please. It clearly
       isn't. Yes, the main strategy is to win by pushing of course,
       but there is different ways to push, with different timings and
       you can always fall back to ion, so you even have a secondary
       way to victory. With proposed changes, the game will just be
       weird and all over the place again... while that might be ok for
       the popularity of the map, it certainly is horrible for the
       quality of the game. If you want a popular game you should add
       lots of cosmetics, a quick level up system (quick!!! nothing
       grindy!!) that unlocks cosmetic rewards and maybe even some
       actual stat advantages (we are talking about gaining popularity
       here, not balance / quality game), add more critters for people
       who contribute anything on the forum (especially zergtriumph
       should get a pet in this scenario for all the crap he suggested
       here lmao)
       Adam should get a pet, too. Constant whining and provocating
       like a little 5 year old kid xd.
       I'll repeat myself. Don't do this patch. It's bound to mess up
       the game, after we finally achieved some clarity about how the
       map works... if TD players don't like it, then it's unfortunate,
       but at the end of the day hex is not a TD (or am I missing
       something here??)
       Clearly the patch is not going to happen now, because Wmaster
       exclusively listens to heXnabs, as can be seen in the proposed
       thread here /s
       #Post#: 1319--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 16, 2020, 2:25 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=138.msg1317#msg1317
       date=1608149642]
       Adam should get a pet, too.
       [/quote]
       yes pls
       make it this mechanical wolf u can unlock in campaign <3
       also speed accusing someone of being whinny and provocating :D
       *****************************************************
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