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       #Post#: 1600--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Speed Date: January 10, 2021, 2:25 pm
       ---------------------------------------------------------
       [quote author=WMaster link=topic=160.msg1593#msg1593
       date=1610305467]
       I don't quite see how the change would specifically encourage
       bunkering. The way I see it, you might choose between getting
       enough DPS to propel them or to invest into enough defense.
       Reapers I think could do well against early Tankling aggression
       as they do not require energy which would otherwise be drained
       quickly. Combining them with an Armory so they profit from +2
       damage might also help.
       [/quote]
       Reapers are not something you want to make too much, apart from
       the recent change to penetrating laser they have no upgrades and
       very poor scaling into the mid / late game. Making an armory is
       50/100 and takes 40seconds, simply too much money for a very
       unflexible buff-aura.
       [quote author=WMaster link=topic=160.msg1593#msg1593
       date=1610305467]
       What also could help is for Firebats to be available a bit
       sooner so they can help with any type of light unit mass. I'm
       thinking they could come directly with the Tech Lab, or a
       possibility to train a single Firebat at higher cost available
       from the start, lets say a cost of 100 gas and 0 minerals. I
       think the latter option could be quite nice, it slows down the
       tech for Terran, but allowing, for when the situation suits it,
       to defend against early masses.
       Let me know what you think of the Firebat options. Perhaps make
       another topic for it if it's detailed.
       [/quote]
       Tbh the first thing I thought when reading / seeing new firebat
       design was "omg those would be SOOOOOOO good at holding early
       pressure, but sadly they are locked behind T2 so can't be used
       for that."
       There is some risks to this (I say "risk", but really I can
       nearly guarantee you it will happen):
       -Early focus being pretty meaningless other than forcing that
       early firebat and annoying the terran.
       -Unfocused terran getting fast firebat to have a tank for the
       front small spines to handily take it out with a small force of
       unupgraded units, granting the opportunity to deal damage very
       early on, at the expense of investing into some units that could
       have been skipped otherwise to upgrade refinery faster.
       -Unexperienced players just getting a firebat for no reason.
       -Zergs complaining their early all-in is much worse x)  (This
       one will happen 100%, even if the firebat is super expensive).
       I will probably do some stream at some point explaining some
       power spikes and their issues while showing replays, started
       sorting some today, now I just need to be bored enough to talk
       about zerg hex mechanics for like 1h-2h. While being aware that
       like 5 people will watch that and only 1 will maybe understand
       half of it. x)
       #Post#: 1601--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Ecanos Date: January 10, 2021, 2:31 pm
       ---------------------------------------------------------
       [quote author=Turb007 link=topic=160.msg1599#msg1599
       date=1610309804]
       [quote author=WMaster link=topic=160.msg1593#msg1593
       date=1610305467]
       There seems to be debate on what Tanklings should be meant for,
       however I would like to try out for them to be some sort of
       early bunker buster. So it may reduce focus on players not
       creating walls, because they would otherwise be the only viable
       target.
       I don't quite see how the change would specifically encourage
       bunkering. The way I see it, you might choose between getting
       enough DPS to propel them or to invest into enough defense.
       Reapers I think could do well against early Tankling aggression
       as they do not require energy which would otherwise be drained
       quickly. Combining them with an Armory so they profit from +2
       damage might also help.
       [/quote]
       "problem with tanklings right now is that instead of breaking
       turles and walls they are used to snipe eco buildings of
       expanding terrans aka rafineries and fruit farms
       they also render any posibility of early micro with scvs
       repairing fruit farms to tank some dmg and so on totaly
       imposible as they just bust thru any farm unless like 4-5 svs
       repair it" - Adam
       ^ This. There is no way to hold even 2 outer gases vs mass
       tankling/creeper early game, can't really even hold more than 2
       or 3 fruit farms unless you make an absurd amount of scvs.
       Therefore its best to just turtle/bunker with 1 outer gas with
       the con yard. Which, as I stated earlier, tanklings do NOT
       counter (which is what you're trying to make them do) and
       they'll be even more worthless vs bunkers if you decrease their
       dps.
       Reapers take far too long to kill tanklings with their high hp
       and reapers low attack speed. You'd need to make an absurd
       amount of them off of no eco because you can't hold fruit farms
       (and are therefore stuck with sheep farms without the sheep but
       sheep farms take far to long to build with only 1 gas). Yes
       plenty of reapers and penetrating would be good against them,
       but thats a 350 gas investment + gas for reapers + gas cost of
       sheep farms all on top of only having 1 outer gas. Tanklings hit
       far too early to have anywhere near close to any of that. Hence,
       encouraging bunkering.
       I'm certainly not trying to sound like a dick or anything btw.
       I've liked a lot of the recent changes and am super glad this
       game is being updated now and I like a lot of the new ideas. But
       I just don't see this specific change being good in any way -
       because again, tanklings need to be further BUFFED in order to
       be an actual bunker buster - which leaves expanding terrans even
       more helpless as fruit farms, gases, etc are nuked down
       instantly within the first minutes of the game.
       [/quote]
       agree and attackspeed of tankling is fast :D
       #Post#: 1606--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: deorai037 Date: January 10, 2021, 3:19 pm
       ---------------------------------------------------------
       Their snipe damage is nuts imo. It needs to be nerfed by a
       *lot.* A handful of tanklings snipe buildings way, way, way too
       quickly. +9? I mean.... isn't that a little overkill? Even +4
       damage would be plenty in the early game, imo; slowlings manage
       to bring down walls with +2/3 attack.
       The changes to tanklings have not been very good imo. In games
       where there's two competent terrans on one side, they're still
       bad; tankling spam eco is still far worse than standard eco and
       gets the Z killed. In games where there's one competent terran
       on the Z's side, they aren't doing anything that mass
       creeper/mass slowlings haven't already been doing; making that
       terran's life miserable/forced into 1/0 gas play. Mostly, in the
       latter case, life is just worse for the focused Terran player,
       especially since tanklings now massacre weaker Terran players to
       boot.
       If anything, I think higher-damage tanklings will heavily,
       heavily encourage turtling. Compare them to upgraded creepers:
       upgraded creepers have always been able to break down unattended
       walls, but terrans have been able to respond to them because
       they take time to ramp up their damage. Tanklings can bring down
       walls quickly enough/snipe buildings quickly enough that most
       normal terrans won't have enough time to notice and respond; in
       response they'll be more likely to turtle, not less.
       At absolutely no point should your designated "bunker buster"
       unit *also* be a spammable unit with higher HP and low
       time-to-kill on buildings. The more I play this patch the more I
       feel absolutely ticked off at this patch. As soon as you're just
       a little bit short on DPS, you pretty lose your entire base
       within seconds, so there's far less time to respond to a broken
       wall as well.
       #Post#: 1608--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Mett Gaming Date: January 10, 2021, 4:01 pm
       ---------------------------------------------------------
       The issue that makes tanklings so incredibly hard to hold is the
       following:
       They are superior at denying early eco. That means as a focused
       terran you basically have only in base eco to start with. That
       means 60Gas/min and maybe 30-40 minerals/min for the first 5-6
       minutes. That is half or a third of what a terran would normally
       have by that time. With the lower resources you are now dealing
       with a very hard to kill unit that the zerg can just spam out.
       First supply of 5 tanklings produces 36hp/s 5*50hp/7s. Let's
       just say your starting units cancel out the other spawners.
       Reapers do 5,7 dps. So you would need 7 reapers just do deal
       with the output mathematically. Yes it will not always produce,
       ideally it would because that means you are pushing out
       Let's say 5 tanklings spawn at a time. That is 250hp. 7 reapers
       with their 5,7 dps will take 6,25 as in probably 7 seconds to
       kill them. In 7 seconds those 5 tanklings can chew through any
       building that is not repaired by at least 3 scvs. And
       potentially actually kill a reaper or two. So you'd probably
       need twice the ammount of reapers.
       Now I'm not a mathematical genius but 14 reapers cost 280
       minerals. Considering you start out with 12, I don't think
       reapers could be considered a cheap counter, just because they
       don't drain any energy. I think I can produce 12 reapers by 6-7
       mins maybe. What if the zerg builds another supply of tanklings
       like so many do? Do I now need another 20 reapers to deal with
       this? ok that might be another 5 minutes. And after 11mins of
       struggleing to stay alive with just reapers I'm not gonna be
       willing or able to push out and kill the zerg.
       Can you see how it is so much more inviting upon seeing the
       first sign of tanklings just to hop back into base and start
       charging my techlab?
       if you want them to be wallbusters at least reduce their hp by
       half down to 25. Normally you'd use shock troopers with your
       reapers to defend as normal units take one ground pulse and 1 or
       two shots from anything else. Enabling you to hold on to at
       least one gas for quite a while. Tanklings take 3 ground pulses
       to be killed.
       Edit: found a better vid showcasing how you can hold at least 1
       Gas no matter what the zerg throws at you. Until Tanklings show
       up.
       @WMaster: this is what the situation looks like on the ground.
       And I'm not only a decent (that hurt deorai >:() player, I'm
       also one of the best at holding early pressure.
  HTML https://youtu.be/rtkZsVqSi0E
       #Post#: 1609--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Mett Gaming Date: January 10, 2021, 4:09 pm
       ---------------------------------------------------------
       And regarding the firebat idea: That would indeed be the one way
       to force zerg to leave the terrans alone for the first 16-18
       mins of the game. Needless to say I don't consider it a great
       one without sufficient tools to then deal with the marines
       pushes at 12-14 mins :)
       #Post#: 1610--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: deorai037 Date: January 10, 2021, 4:24 pm
       ---------------------------------------------------------
       The issue we're all identifying is time-to-kill is way too low
       for buildings as result of this massive damage increase. It's
       absolutely absurd.
       Even decent players are considering early turtling when they see
       early tanklings now; at a certain level of pressure, it ceases
       to be economically worthwhile to hold more than 1 gas. If the
       response to tanklings requires an extra 10 reapers to defend 4
       gases (only one of which is upgraded, and two of which have been
       sniped/delayed multiple times by tankling pressure), that's
       barely worth the eco; you might as well have just spent those
       same minerals upgrading your two safe gases earlier and then on
       fast cow farms for quicker ions instead.
       At any rate, "wall-buster" units should primarily rely on
       expression of micro skill, not "how hard can I spam this."
       Otherwise they end up being useless against high-level players,
       painful for mid-level players, and downright oppressive among
       lower-level players, which is honestly the opposite of fun.
       #Post#: 1611--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Hecari Date: January 10, 2021, 5:06 pm
       ---------------------------------------------------------
       There are two ways to defend as Terran: have enough repair power
       to simply stop walls from dying, or have enough firepower to
       kill the Zerg before they get to you. The issue is that
       Tanklings are currently too good at both. It's plainly obvious
       why Tanklings are very strong against the repairing strategy, so
       I will expand on why they are currently also strong against the
       firepower one.
       When compared to simply massing Slowlings, Tanklings have
       essentially the same HP/sec. However, Tanklings do experience
       slightly more idle time due to having a cap of two, so the real
       number is perhaps 10 or 20% less than Slowlings. However, they
       have a couple of very distinct advantages:
       [list]
       [li]They are not as susceptible to Shock Trooper blasts[/li]
       [li]Grouping up Tanklings allows for big wave pushes of much
       more combined HP than slowlings[/li]
       [li]Correctly split-microing Tanklings in wave pushes makes them
       incredibly difficult to deal with, due to the above[/li]
       [li]Terran has very little time to respond to Tanklings before
       every expensive low ground building is destroyed[/li]
       [li]With Armor 1, Tanklings become on par or better than
       Slowlings with respect to effective HP/sec[/li]
       [/list]
       In general, they are too strong of an all-rounder unit, so
       naturally they are used to kill dangerous expanding Terrans
       rather than no-push-potential bunkering ones. In this way,
       Tanklings encourage Terrans to bunker by allowing Zerg to
       full-focus aggressive Terran much more effectively, while still
       being ineffective versus Construction Yard-buffed walls. Why
       would I play aggressive and expand when all that would do is
       cause Zerg to build a bunch of unkillable Tanklings and destroy
       all my low ground?
       The overall problem seems to be that while, yes, Tanklings are
       now more effective against turtling Terrans and their walls,
       they have become even more effective against aggressive
       expanding Terrans. Tanklings can kill an expanding Terran's
       temporary walls, but not a turtle Terran's Construction Yard
       walls.
       Potential solutions I can initially think of include:
       [list]
       [li]Tanklings deal %HP damage to walls instead of massive early
       game flat damage[/li]
       [li]Tanklings ignore Construction Yard damage reduction
       aura[/li]
       [li]Tanklings have ramping damage like Creepers[/li]
       [/list]
       All of these ideas would cause Tanklings to be specifically more
       effective against a Terran relying on powerful walls while
       having little Army to kill things, which is more in line with
       their intended use.
       One final point I would like to make is that currently there is
       still no reason for Zerg to go after bunkering Terrans. Without
       the accompanying Mega Tank buff, low-gas turtling Terrans are
       still entirely harmless.
       #Post#: 1614--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Speed Date: January 10, 2021, 5:33 pm
       ---------------------------------------------------------
       [quote author=Hecari link=topic=160.msg1611#msg1611
       date=1610319999]
       One final point I would like to make is that currently there is
       still no reason for Zerg to go after bunkering Terrans. Without
       the accompanying Mega Tank buff, low-gas turtling Terrans are
       still entirely harmless.
       [/quote]
       Maybe not entirely harmless, but the counter is definetely to
       make eco and try to wipe them later with ravs / bruts / infused
       / torra / bane (some of these work better than others
       obviously).
       #Post#: 1615--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: Oayoo Date: January 10, 2021, 11:39 pm
       ---------------------------------------------------------
       Giving power to early units to Zergs will always encourage
       bunker because Terrans will not be able to expand
       Early game units for Zergs should be Defensive/economic/micro
       units
       This is why, as always, i will repeat myself and say that if you
       want the game to work, you need to:
       -make Terran early game strong.
       -make Zerg mid/late game strong.
       #Post#: 1616--------------------------------------------------
       Re: Perhaps Tanklings Are Overtuned
       By: WMaster Date: January 11, 2021, 9:45 am
       ---------------------------------------------------------
       [quote author=Hecari link=topic=160.msg1611#msg1611
       date=1610319999]When compared to simply massing Slowlings,
       Tanklings have essentially the same HP/sec. However, Tanklings
       do experience slightly more idle time due to having a cap of
       two, so the real number is perhaps 10 or 20% less than
       Slowlings.[/quote]
       Did you mean this the other way around? As I see it, Tanklings
       can produce for 2x7 sec before becoming idle and Slowlings for
       2x4 sec.
       [quote author=Hecari link=topic=160.msg1611#msg1611
       date=1610319999]
       Potential solutions I can initially think of include:
       [list]
       [li]Tanklings deal %HP damage to walls instead of massive early
       game flat damage[/li]
       [li]Tanklings ignore Construction Yard damage reduction
       aura[/li]
       [li]Tanklings have ramping damage like Creepers[/li]
       [/list]
       All of these ideas would cause Tanklings to be specifically more
       effective against a Terran relying on powerful walls while
       having little Army to kill things, which is more in line with
       their intended use.
       [/quote]
       Thanks for the suggestions. I'll go with a similar idea, to let
       them ignore any armor. This results in a 2/175 = 1.1% of HP as
       bonus damage to walls at the start, while converging slowly to
       1/(0.3*175) = 1.9% of HP with fortification upgrades. Unless you
       meant from 'current HP', in which case it's different.
       Making them ignore the Construction Yard damage reduction also
       seems quite suiting to give Tanklings a clear advantage over
       other Zerg units when facing walls with the aura. It allows for
       them to have significantly less damage while still be viable as
       long as they have more than 60% damage compared to another unit.
       Putting these together, it simply becomes that Tanklings ignore
       any damage reduction, also known as 'true damage'. I think I'll
       patch today with also a significant reduction in damage. They'll
       still have, to my knowledge, a lesser idle time compared to
       Slowlings. And with them ignoring armor they should still deal
       good damage to walls compared to other units.
       *****************************************************
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