DIR Return Create A Forum - Home
---------------------------------------------------------
Zerg Hex Forum
HTML https://zerghex.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Balance Discussion
*****************************************************
#Post#: 1573--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Oayoo Date: January 8, 2021, 4:58 am
---------------------------------------------------------
There shouldn't be something that can 100% stop a Terran from
expanding in the first 5/7 min
Therefore, its not hard to understand that the best way to make
this game great is to balance powerspikes of races.
Early for Terran and late for Zerg. I can't believe i have to
repeat that every post.
If you really like to get all-ined by Zergs everygame, i'm fine
with it, i don't play my games alone, therefore i will not
loose.
But you should agree that this isn't fun at all x) I'm not
having fun playing Zerg hex against all in players: Not because
i loose the game but because i can't play.
Not being able to play the game because you are the only one
focused (there are 3 players) is a bad design and should be
fixed.
#Post#: 1574--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Oayoo Date: January 8, 2021, 5:10 am
---------------------------------------------------------
[quote author=Mett Gaming link=topic=160.msg1572#msg1572
date=1610100400]
clearly just to aggravate you and totally not to try out
different things and put some fresh air into the game :P
[/quote]
Fresh air for Mett Gaming is :
-a gas upgrade in yard (not that bad i guess but nothing really
new)
-damage upgrade on tanklings to make them overpowered (same unit
but still new, but same unit...)
I will go smoke air from an exhaust pipe, it will be fresher.
#Post#: 1575--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Speed Date: January 8, 2021, 7:02 am
---------------------------------------------------------
[quote author=Mett Gaming link=topic=160.msg1572#msg1572
date=1610100400]
[quote author=Oayoo link=topic=160.msg1571#msg1571
date=1610078204]
Yard upgrade ===> buff late game terran
tanklings upgrade ====> buff zerg early game
I am wondering why Wmaster did the opposite of what the game
needs.
[/quote]
clearly just to aggravate you and totally not to try out
different things and put some fresh air into the game :P
[/quote]
Yes, cause we need fresh meta instead of addressing core design
issues of the game. Very good constructive addition to this
discussion btw.
#Post#: 1577--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Mett Gaming Date: January 8, 2021, 9:50 am
---------------------------------------------------------
[quote author=<heXnab>Speed link=topic=160.msg1575#msg1575
date=1610110973]
Yes, cause we need fresh meta instead of addressing core design
issues of the game. Very good constructive addition to this
discussion btw.
[/quote]
I'm learning only from the best. :P
@WMaster try reducing damage to structures to 8, should make it
easier to hold fruit farms
#Post#: 1578--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Speed Date: January 8, 2021, 10:24 am
---------------------------------------------------------
[quote author=Mett Gaming link=topic=160.msg1577#msg1577
date=1610121029]
[quote author=<heXnab>Speed link=topic=160.msg1575#msg1575
date=1610110973]
Yes, cause we need fresh meta instead of addressing core design
issues of the game. Very good constructive addition to this
discussion btw.
[/quote]
I'm learning only from the best. :P
[/quote]
So am I :P
#Post#: 1580--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Oayoo Date: January 9, 2021, 1:06 am
---------------------------------------------------------
[quote author=Mett Gaming link=topic=160.msg1577#msg1577
date=1610121029]
@WMaster try reducing damage to structures to 8, should make it
easier to hold fruit farms
[/quote]
Tanklings shouldn't be able to do high damages at all !!!! Their
purpose are to drain the energy !!!!
If you want to buff tanklings, give them more resistances x)
(dangerous too)
The only unit that could have a damage upgrade are the
striklings imo.
#Post#: 1582--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: GrumpyKitten Date: January 9, 2021, 8:05 am
---------------------------------------------------------
[quote author=Oayoo link=topic=160.msg1580#msg1580
date=1610175998]
[quote author=Mett Gaming link=topic=160.msg1577#msg1577
date=1610121029]
@WMaster try reducing damage to structures to 8, should make it
easier to hold fruit farms
[/quote]
Tanklings shouldn't be able to do high damages at all !!!! Their
purpose are to drain the energy !!!!
If you want to buff tanklings, give them more resistances x)
(dangerous too)
The only unit that could have a damage upgrade are the
striklings imo.
[/quote]
If you mass build them on a terran it can cause dmg, maybe even
kill him.
But if you mass build spawners on 1 terran it's almost the same.
The only difference is that tankling can even kill falling back
HG def terrans.
Altho 2-3 dmg reduction would be an understandable nerf, so it
will become a useless unit again. ;)
I've had game where i did full supply of tanklings on 1 guy
(pretty early): you make 4 walls in front spaced and like 10 scv
around.
I really disagree that this is game breaking and all the hissy
fit these guys throwing. But i agree in the sense that zerg dont
really need early game buff, more like in the 8-16 minutes, when
shatter is already done.
Smith had the idea to bring back the old roach, and switch it
with primals. Most ppl agree that primals are almost useless by
the time you can get them.
The switcharoo and some hp-cost-supplycost changes could fix
armor 2 and 3 part of the game.
Currently zerg has nothing until he can get 5-6 infused roach.
Shattering counters everything. Roach is too weak to stop the
terrans pushing even if it's just T1, primals could work if
somebody still on T1 marines. But around 20-22 min it's just not
the case.
#Post#: 1583--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: RickSanchez Date: January 9, 2021, 8:28 am
---------------------------------------------------------
[quote author=GrumpyKitten link=topic=160.msg1582#msg1582
date=1610201152][...]Altho 2-3 dmg reduction would be an
understandable nerf, so it will become a useless unit
again.[...][/quote]
Why should a tankling have superior damage at all when its role
is to drain energy. Increasing the scaling is imo the only
suitable solution to make them viable without shifting their
role.
Giving them +1 Armor and +2HP on every Armor Upgrade will make
them a good and useful unit to drain over the full duration of
the game.
An "Armor 3 Tankling" with 3 Armor and 56HP will almost
invalidate T1 Marines on their own but instead of ripping
everything they just stack on a wall if they drained terrans
generator.
If you need to break a wall upgrade to Armor 2 and get Ravators
or Banelings.
*e* have talked to others.. they think 4th wallbreaker unit is a
godgiven good thing.....
if YOU agree i vote for rename to "busterling" or idk something
fitting. :)
#Post#: 1584--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Mett Gaming Date: January 9, 2021, 9:06 am
---------------------------------------------------------
I hear you oyaoo and I don't completely disagree. As far as I
understand you'd rather have the zerg be able to deal with
pushing terrans in the mid game rather than preventing them from
pushing in the early game.
So far there is no real way for zerg to outskill terrans in the
midgame which is why I am fine with the early game brawl aspect.
Going mass tanklings on one guy is still a recipe for desaster
if the other terrans aren't completely incompetent. Yes it's
annoying as hell if you get to be the one getting mass tanklings
and believe me I am usually the one on my team, I so far have 2
streams to prove that.
But right now there is nothing a zerg can do against competent
terrans other than focus them down early and the new tanklings
provide a new tool in that regard. And with some adaptations you
can actually deal with at some point.
We've had that discussion already whether or not terrans should
be able to solo carry a game. Tanklings require another terran
on your side. Nothing really has changed other than that you
can't be as greedy anymore in your openers or you will lose alot
of early investments.
And for the naming thing "tanklings should not be able to do
damage as they are meant to tank" well let's rename them into
Busterlings or Noob Busters or Wall Eaters or Siegelings,
actually I like the last one.
still think their damage should be reduced a bit :)
#Post#: 1585--------------------------------------------------
Re: Perhaps Tanklings Are Overtuned
By: Oayoo Date: January 9, 2021, 10:00 am
---------------------------------------------------------
Well then we think the same thing.
I really would like Zergs to have more tools for mid game, all i
am doing is trying to make wmaster understand why we need it.
This tankling upgrade is going the opposite way.
Just because right now there are no tools to do it doesn't mean
you should agree with a retarded update like this.
Instead, help me convince Wmaster to go the right way because
sadly his knowledge about the game from the player's point of
view isn't high since he isn't playing a lot like us (which is
completely normal).
What i think we need for Zerg hex is :
-Terrans should be able to expand early (focus can only at best
slow them down but never reboot them if they are really good)
There should be micro option to slow them more which require
more apm from Zergs
-Zergs should have hard and skilled tools to survive mid game
-Zergs should always win hard late game.
*****************************************************
DIR Next Page