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       #Post#: 1643--------------------------------------------------
       Tanklings and Shatter Interactions
       By: BigNoob Date: January 12, 2021, 5:57 pm
       ---------------------------------------------------------
       So, tanklings are pretty shit. The hotfix doesnt do much vs
       turtle, and their increased supply + mineral cost doesn't really
       justify using them over another slow ling spawner. To those who
       have played this game to death, how do you see TvZ interactions
       changing if we change shatter damage depending on whether
       tanklings are primary hits vs bounce hit?
       Examples I had in mind:
       1- If tankling is primary target, shatter damage onto a unit
       that is NOT a tankling is further reduced; no change if attack
       bounces from tankling to tankling to prevent nullifying shatter
       as a whole.
       2- If primary target is not tankling and shatter hits tankling,
       tankling takes 0 damage (basically pt 1 but tankling is bounce
       target).
       The tankling/shatter interactions can be further tuned by mixing
       in tech lab level/armor upgrades; they can be made completely
       obsolete after a certain tier, or maintain unit specific
       interactions. For the latter I was thinking the effect remains
       if bounces are strictly T1s, so bruta bounce onto tanklings will
       work the same way it does now, but T3 marines  will deal
       SLIGHTLY less to tankling/slowling combo  (this could possibly
       be abused by late game massing of slow/tank, so idk).
       Whenever I play T, I feel like the only thing that can hurt me
       after I get shatter is energy shortage, at which point there
       will be so many spawners on me that my teammates are free to eco
       and kill. I'd be so daring as to say that shatter is the
       strongest upgrade in the game, since for a low cost of 200 gas
       we can cut down on micro and eco up; the benefits compound so
       early it's insane. I'm a noob Z, but whenever I see that a T has
       shatter, I basically get 3~4 festors and focus eco with the
       exception of packed mass slowlings (not sure if they matter,
       tbh).
       #Post#: 1645--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: Turb007 Date: January 12, 2021, 9:55 pm
       ---------------------------------------------------------
       Tanklings...... Tanklings... Why does that sound familiar..
       Hmm.. Oh! You must be talking about that bunker buster unit that
       doesn't bust bunkers!! Yeah I'm not sure about all that man.
       Sounds like you're trying to change the unit so that its purpose
       is to drain energy? HAH! What a dumb idea. That's never what
       they were actually intended to be used for, clearly they are
       meant to bust bunkers, hence the name "Tankling".
       *Drunkish sarcasm left the chat*
       Honestly, I've seen a lot worse ideas. For this to work, they
       would need to be limited or moved back an armor level or
       something of the like. Since the hotfix on them though, I don't
       see them as a pressing concern. I would much rather have other
       things (stated numerous times by numerous people across this
       forum) addressed first.
       #Post#: 1647--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: BigNoob Date: January 13, 2021, 3:40 am
       ---------------------------------------------------------
       Yeah, I didn't think it would solve any of the core issues; I
       just wanted tanklings to be less of a net loss for new players
       and idk, maybe live up to their names somehow. It's going to be
       hard to have a good patch when the player base has different
       needs. The rank/casual system with different unit configs is
       probably going to solve it since right now the patches are
       trying to please both tiers  and it's largely missing both. But
       then how do you justify/implement a transition, since builds
       will adapt to unit stats?
       Kind of discouraging to know that even the best Z players will
       lose because certain composition of Terran players can't be
       beat.
       #Post#: 1651--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: Speed Date: January 13, 2021, 7:06 am
       ---------------------------------------------------------
       Like Turbo said, this idea makes much more sense than
       "bunkerbuster" change.
       Shatter is... not *that* strong, it's a rather defensive
       anti-unit upgrade, if marines attack buildings there is no
       shattering laser spread (neither to other buildings or nearby
       units). However it does help with clearing units a lot, which
       helps saving energy + pushing into position where you can
       actually attack structures. I love rallying my strikes on a
       terran who just built armory to encourage him to get shattering
       laser, because it's 200 gas that is not economy and not
       penetrating laser^^. I've totally killed big spines without
       researching shattering (didn't get any attention from zerg), but
       never without penetrating laser^^.
       I don't dislike the idea of making tanklings a soft shattering
       laser counter, though I'd prefer changes that make zerg gameplay
       more micro heavy, instead of even more strategic decision
       making.
       #Post#: 1658--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: Turb007 Date: January 13, 2021, 10:22 am
       ---------------------------------------------------------
       [quote author=BigNoob link=topic=167.msg1647#msg1647
       date=1610530810]
       I just wanted tanklings to ... idk, maybe live up to their names
       somehow.
       [/quote]
       ^^ Me too dude.
       #Post#: 1660--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: blah Date: January 13, 2021, 12:41 pm
       ---------------------------------------------------------
       [quote author=Turb007 link=topic=167.msg1645#msg1645
       date=1610510107]
       Tanklings...... Tanklings... Why does that sound familiar..
       Hmm.. Oh! You must be talking about that bunker buster unit that
       doesn't bust bunkers!! Yeah I'm not sure about all that man.
       Sounds like you're trying to change the unit so that its purpose
       is to drain energy? HAH! What a dumb idea. That's never what
       they were actually intended to be used for, clearly they are
       meant to bust bunkers, hence the name "Tankling".
       *Drunkish sarcasm left the chat*
       Honestly, I've seen a lot worse ideas. For this to work, they
       would need to be limited or moved back an armor level or
       something of the like. Since the hotfix on them though, I don't
       see them as a pressing concern. I would much rather have other
       things (stated numerous times by numerous people across this
       forum) addressed first.
       [/quote]
       agreed, zerg is too weak. needs a stronger mid to late game as
       vets counter everything but bruta and teching to bruta takes too
       long.
       #Post#: 1662--------------------------------------------------
       Re: Tanklings and Shatter Interactions
       By: BigNoob Date: January 13, 2021, 5:31 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=167.msg1651#msg1651
       date=1610543175]
       Like Turbo said, this idea makes much more sense than
       "bunkerbuster" change.
       Shatter is... not *that* strong, it's a rather defensive
       anti-unit upgrade, if marines attack buildings there is no
       shattering laser spread (neither to other buildings or nearby
       units). However it does help with clearing units a lot, which
       helps saving energy + pushing into position where you can
       actually attack structures. I love rallying my strikes on a
       terran who just built armory to encourage him to get shattering
       laser, because it's 200 gas that is not economy and not
       penetrating laser^^. I've totally killed big spines without
       researching shattering (didn't get any attention from zerg), but
       never without penetrating laser^^.
       I don't dislike the idea of making tanklings a soft shattering
       laser counter, though I'd prefer changes that make zerg gameplay
       more micro heavy, instead of even more strategic decision
       making.
       [/quote]
       I see the shatter upgrade as some kind blanket of insurance
       policy in case zerg F2s you or whatever, and it kind of fits the
       idea that most average terrans are more defensive as we slowly
       map out our understanding of the game. If micro becomes a more
       prominent tool in a zerg's kit then shatter would indubitably
       become even more salient to save some APM.
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