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       #Post#: 1892--------------------------------------------------
       Fast simple fix for middle
       By: Speed Date: February 19, 2021, 2:07 am
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       So... middle position being a bit tough early game due to its
       wideness (can fit entire screen between 2nd and 3rd gas^^) and 3
       entrances has been a topic way back when the forum was brandnew.
       Finally had some decent idea how to help middle without changing
       the map too drastically.
  HTML https://imgur.com/a/mirKwhu
       Simply expand the pond until the 3rd entrance is narrowed to a 1
       tile choke, the middle player will still have easy access to the
       extra gas, while 2 walls and 3-5 SCVS will pretty much be
       unbreakable from outside. This pretty minor terrain change would
       basically eliminate the 3rd entrance when defending, making it a
       lot more manageable than it is right now.
       #Post#: 1895--------------------------------------------------
       Re: Fast simple fix for middle
       By: Oayoo Date: February 19, 2021, 10:39 am
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       +1
       ps: capacity and tumor lock under A1 PLIZ SIR.
       #Post#: 1906--------------------------------------------------
       Re: Fast simple fix for middle
       By: BigNoob Date: February 19, 2021, 6:06 pm
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       If the problem with mid is primarily in the beginning, then I
       think it would be wiser to have that solution be temporary as
       well (like long enough to make instant F2 useless for a few
       minutes). Mid having only 2 big sides to defend, where 1 of them
       can be yarded and the other is basically a one way funnel
       doesn't sound too balanced.
       A timed indestructible/destructible debris would favor T too
       much cause they could just build walls behind it while it
       exists, unless you add an unbuildable area for the duration of
       its existence.
       Only other solution I can think of to address this would be
       like... a slow zone...? Maybe make the zone maze-like so Z can
       spend some time manually setting the unit path to avoid the zone
       :^)
       Idk what issues mid has other than having to deal with 3 sides
       of F2 :/
       #Post#: 1910--------------------------------------------------
       Re: Fast simple fix for middle
       By: Speed Date: February 20, 2021, 5:47 am
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       You realize that side terrans just have to yard 1 side and
       armory the other while middle cannot do quite the same thing?
       Sure you can do rocks or whatever, but it's overcomplicated imo.
       I think I've suggested to close the path entirely before, but I
       guess it's meant for easy access of extra gas and I finally
       found a way to tweak it in a proper way...
       ... and along comes someone saying it would be imbalanced...
       Xd...
       No comment.
       #Post#: 1920--------------------------------------------------
       Re: Fast simple fix for middle
       By: BigNoob Date: February 21, 2021, 5:18 pm
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       No, I definitely agree that mid could use (needs) some changing;
       sides are so much easier to play. It's just that if we close
       that side, mid T definitely has to lose something for it. If the
       path is closed I'm thinking it will need some penalty either by
       space or something else. I like, don't see how a closed off path
       (or narrow entrance) is significantly different from the pocket
       we already get from breaking the rocks.
       Which is why I think that if we want this idea to be considered
       further, we need to discuss why it won't work and how we can fix
       that while keeping the core idea there. Tbh I'm also eager to
       discuss the possibility to bringing up the difficulty of
       maintaining sides, instead of making mid -> sides.
       Apologies if my comment on how I think it would be imbalanced
       came off as shooting down your idea; the intent was to pool in
       ideas on why we think mid needs change and whether we need to
       change mid or the sides instead.
       #Post#: 1961--------------------------------------------------
       Re: Fast simple fix for middle
       By: Asiown Date: February 26, 2021, 3:03 pm
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       i agree mid needs some changign but i dont know if that change..
       maybe + 4th gasto mid? ? more riskey but more possible reward?
       because you cant fix physics, the middle has allways 2
       connectors at sides lol.
       but maybe can put the middle base a little bit to down the map
       (to the water direction)
       so the 3 exits compensate with a little bit longer way for zerg
       units
       #Post#: 2057--------------------------------------------------
       Re: Fast simple fix for middle
       By: Najdorf Date: April 7, 2021, 3:55 pm
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       I see little to no reason to buff terran.
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