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       #Post#: 157--------------------------------------------------
       Adressing the Firebat issue
   DIR By: Mett Gaming
       Date: November 9, 2020, 4:42 am
       ---------------------------------------------------------
       After a lengthy discussion on my discord I've come to propose
       the following:
       I. Firebats: Remove bonus damage vs structures
       II. Hydras/Strikelings: change less dmg vs armored to less dmg
       vs structures
       III. Chemplant: Output dependent on Refinery count. 4 Gas (+1
       per refinery)/5s meaning output would vary from 60G/min to
       96G/min on 3 outside gases with potential to be more.
       The goals:
       1. Players should not be rewarded for passive play. Currently
       chemplant rewards turtleing with the best mid game pushing
       power.
       2. Firebats will take more time to burn down buildings, both
       increasing the gas cost aswell as the time for the zerg to
       react.
       3. Hydras and Strikelings have an easier time killing Firebats.
       Currently zerg needs to invest into at least 3 attack ups before
       units can damage fbs. A very high cost for a 14-16 min eco.
       4. Discourage 1 Gas Chemplant plays and reward players for
       actively pushing out and taking additional gases.
       5. Firebats would still do the same damage vs units but would be
       easier countered without marine support. So they would take on a
       more tanky role instead of the swiss army knife do-all-can-all
       they are now.
       Other suggestions can be commented below, but I'd like to
       establish these changes as a baseline to work from.
       #Post#: 158--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Oayoo
       Date: November 9, 2020, 4:55 am
       ---------------------------------------------------------
       I like your ideas !!!
       But sadly it doesn't fix the main problem. You cannot build
       firebats and marines at the same time^^ If you rush Firebats you
       will not be able to support them with decent marines before a
       long time.
       That is why the players are going bunker for Firebats, they
       don't want to build even 1 marine or do energy.
       If what you propose becomes the patch, i fear that no one will
       push with firebats anymore and the unit will be forgotten :(((
       To resolve that u need to switch the firebat tech into the
       armory tech, no choice^^.
       #Post#: 159--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Mehaperson
       Date: November 9, 2020, 5:08 am
       ---------------------------------------------------------
       That's a great idea moving firebat tech to armoury.
       If you really want to get creative with it as well you can make
       it so marines upgrade into firebats like a weapons exchange or
       class change. That'd stream line armoury to serve it's offensive
       purpose and players would have to make marines to get firebats
       allowing for army mix.
       Obviously this suggestion can be built upon as it's just an
       idea.
       #Post#: 161--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Adam
       Date: November 9, 2020, 5:17 am
       ---------------------------------------------------------
       I am all for fbs nerf and hydra/striks change
       As for chem plants I am willing to try to punish in base/1gas
       plays but would prefer if we started with numbers that still on
       normal 3 outside +1 in base gas give normal 10gas/tick chem and
       seen if chem rly is that much of a problem with weaker fbs, if
       yes then we can reduce it but thats only my(quite lonely it
       seems) opinion
       #Post#: 164--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: RickSanchez
       Date: November 9, 2020, 6:44 am
       ---------------------------------------------------------
       --- Quote from: Adam link ---
       >
       > I am all for fbs nerf and hydra/striks change
       > As for chem plants I am willing to try to punish in base/1gas
       plays but would prefer if we started with numbers that still on
       normal 3 outside +1 in base gas give normal 10gas/tick chem and
       seen if chem rly is that much of a problem with weaker fbs, if
       yes then we can reduce it but thats only my(quite lonely it
       seems) opinion
       >
       --- End Quote ---
       the chemplant leads into different issues. one of them is the
       firebat, another one is super fast wall ups that leads into "eco
       forever pain in the butt" to break it for zerg. it is the sole
       reason why matches take 40+ minutes
       #Post#: 165--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Adam
       Date: November 9, 2020, 7:22 am
       ---------------------------------------------------------
       if someone invest gas into wall ups right away then he has no
       rin ups and can only really push with fire bats, with those
       nerfs mett want to do it would mean he cant rly do any pressure
       to zerg who in this case would be allowed to eco much better and
       faster and if u do go for all rin ups before autocasting walls
       even with 4-5 chems it still take a while so there are not that
       "fast" but then again u wanted to max wall armor on 5 so I
       suppose any speed will be considered too fast if terran dont
       just die on 30 min max
       #Post#: 167--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Oayoo
       Date: November 9, 2020, 9:03 am
       ---------------------------------------------------------
       If you invest gases into wall armor early game u deserve to not
       be able to do damages at all x) It should be normal!
       Having max wall should be kinda impossible as terran in my
       opinion x) I will repeat that forever but this game isn't a
       tower defense.
       I really think that moving firebat tech into armory is a good
       start^^ You can then, as proposed by Mett, balance it a little
       so firebat becomes a support more than a damage dealer.
       #Post#: 625--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: GrumpyKitten
       Date: November 21, 2020, 6:05 am
       ---------------------------------------------------------
       --- Quote from: Mett Gaming link ---
       >
       > After a lengthy discussion on my discord I've come to propose
       the following:
       > I. Firebats: Remove bonus damage vs structures
       > II. Hydras/Strikelings: change less dmg vs armored to less dmg
       vs structures
       > III. Chemplant: Output dependent on Refinery count. 4 Gas (+1
       per refinery)/5s meaning output would vary from 60G/min to
       96G/min on 3 outside gases with potential to be more.
       >
       > The goals:
       > 1. Players should not be rewarded for passive play. Currently
       chemplant rewards turtleing with the best mid game pushing
       power.
       > 2. Firebats will take more time to burn down buildings, both
       increasing the gas cost aswell as the time for the zerg to
       react.
       > 3. Hydras and Strikelings have an easier time killing
       Firebats. Currently zerg needs to invest into at least 3 attack
       ups before units can damage fbs. A very high cost for a 14-16
       min eco.
       > 4. Discourage 1 Gas Chemplant plays and reward players for
       actively pushing out and taking additional gases.
       > 5. Firebats would still do the same damage vs units but would
       be easier countered without marine support. So they would take
       on a more tanky role instead of the swiss army knife
       do-all-can-all they are now.
       >
       > Other suggestions can be commented below, but I'd like to
       establish these changes as a baseline to work from.
       >
       --- End Quote ---
       I kinda like this idea with the chem, kinda dont.
       You can still get marines early, get your 3 outer gas + 1
       inbase, + try side gases (only bonus if zerg bad), and fall back
       on eco, get chems, turtle hard. And you are still an annoying
       unbreakable threat that will pump out FBs to clear big spines
       and sht.
       It just solves the 1 gas FB rush issue maybe. MAYBE. Because you
       still get your 14-16 min chem (depends on player), it's just you
       wont scale after that. But 1 gas terrans never scale anyways.
       The strength of that build is that it's impossible to counter,
       easy to execute, and have super early impact on the game. 5 bats
       clear all outer nests + the eco.
       Whatever, since the intended patch notes are out chems are
       removed anyway.
       #Post#: 655--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: Mett Gaming
       Date: November 21, 2020, 9:46 am
       ---------------------------------------------------------
       I wouldn't say chems are removed forever as I do have the strong
       impression from my discord, yt comments and ingame chatter that
       chems are favoured by a large portion of the community.
       The problem with removing them is that terrans wont have any
       lategame options to win as roaches will become too powerfull.
       Right now Fbs and chem are the things that keep roaches in
       check.
       I like the variety in strategy the game offers and I'd like to
       keep these options. But Fbs and chems need a counterplay. Hydras
       and absorbing cloud micro would enable the zerg to defend
       against early bats. Also the chem nerf would mean the terran
       would run out of gas sooner.
       A change to make banelings counter undefended walls could enable
       the zerg to break bunkered in terrans more easily too.
       But I'm open to try the proposed changes and see how that works
       out. I REALLY don't think the game will be in it's final stage
       with this patch. I also hope it won't be the last patch.
       It is good to change the gameplay every now to keep it fresh.
       (also helps me as a content creator ;))
       Basically I think everything should have a counter play from
       both zerg and terran. Right now terran has the edge in that as
       there is none to Firebats other than trying to delay them with
       heavy early aggression and even then they come out eventually.
       #Post#: 663--------------------------------------------------
       Re: Adressing the Firebat issue
   DIR By: GrumpyKitten
       Date: November 21, 2020, 12:08 pm
       ---------------------------------------------------------
       --- Quote from: Mett Gaming link ---
       >
       > I wouldn't say chems are removed forever as I do have the
       strong impression from my discord, yt comments and ingame
       chatter that chems are favoured by a large portion of the
       community.
       > The problem with removing them is that terrans wont have any
       lategame options to win as roaches will become too powerfull.
       Right now Fbs and chem are the things that keep roaches in
       check.
       >
       > I like the variety in strategy the game offers and I'd like to
       keep these options. But Fbs and chems need a counterplay. Hydras
       and absorbing cloud micro would enable the zerg to defend
       against early bats. Also the chem nerf would mean the terran
       would run out of gas sooner.
       > A change to make banelings counter undefended walls could
       enable the zerg to break bunkered in terrans more easily too.
       >
       > But I'm open to try the proposed changes and see how that
       works out. I REALLY don't think the game will be in it's final
       stage with this patch. I also hope it won't be the last patch.
       > It is good to change the gameplay every now to keep it fresh.
       (also helps me as a content creator ;))
       > Basically I think everything should have a counter play from
       both zerg and terran. Right now terran has the edge in that as
       there is none to Firebats other than trying to delay them with
       heavy early aggression and even then they come out eventually.
       >
       --- End Quote ---
       I somewhat agree, and i wasn't ever on the "completely remove
       it" side either.
       It's just chem is a really strong turtle tool and something
       needed to be done.
       Personally I feel like this was a bit overkill, terrans will now
       have no chance holding walls after 20 mins. Ravs will be
       devastating.
       But then again: let's see how the meta game shifts. The game
       will feel new and fresh again to experiment different things.
       And that is a big + for me.
       Banelings is a huge investment currently, and i have
       experimented with it. I only see it working against 1 gas
       terrans or HG terrans. But still it is huge investment. Or maybe
       it's just ignored and actually really good.
       Will try them until patch comes out.
       And i think there is no "perfect balance", just as with MOBAS
       it's more like "let's change some things in the game and see
       what the meta will be after". And i don't think ppl should be
       thinking about "perfect balance and dont touch the game ever
       again" either.
       I watch dota 2, and the balance is somewhat the ideal there:
       there are 2-4 really strong hero combos / strategy always. But
       there are a lot of viable other strategy that can work. And it
       to work depends on execution, and enemy reaction.
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