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       #Post#: 175--------------------------------------------------
       Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Turb007
       Date: November 10, 2020, 2:05 am
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       First off, I'd like to say that I've been enjoying this game on
       and off over the years and I keep coming back to it, I
       absolutely love it - Thanks for the game WMaster! With that
       said, I'm not sure if I should post this in the balance section
       or the new idea section so please move if needed.
       Anyway, I really don't like how we have to play zerg vs good
       players at all. I remember back when zerg was a bit more
       stepping stone like.. Upgrade armor once, get some of those
       units. Up it again, get some of those, etc. I personally really
       liked that. The current strategy (this is against a good lobby
       of atleast 2 good terrans on both sides) is to eco as hard as
       you can with t1 spawner spam until you start getting pushed
       hard, which is when you make the huge investment into roaches
       and movement speed 1. This is fine if its around the 17 minute
       mark and your eco is around 2-2.5k but good terrans are going to
       start pushing hard around 12-14 minutes so I often find myself
       needing to cut my eco and go into roaches "early". At this
       point, the roaches are not to kill anyone, but to stay alive.
       Try to recover eco as fast as possible, eco, eco, eco.... And
       try to survive long enough for bruts and/or infused roaches.
       This is because there is no real stepping stone anymore between
       roaches and bruts anymore (though an argument could be made for
       Ravators but those arent going to help you survive constant
       pushes). This is an incredibly dicy battle against 2 good
       terrans who know how to push through big spines and win the game
       with t1 marines. Throw in a somewhat mediocre 3rd player, and
       the zerg has no chance.
       There are numerous ways to combat this, and I'm sure that one
       person's idea of the "best" solution is something that another
       player is going to hate, so maybe a poll for that would be the
       best option.. Regardless, primal roaches and ultras are
       near-worthless so hopefully we can all agree that they need
       buffed (or cost less).
       On another note, someone mentioned "needing a bugo" for
       something somewhere else on this forum and that got me
       wondering. What if (to solve the AFK 14 minute FB
       strategy/problem) there would be a requirement for the chem
       plant research to require both the armory and a bugo to be
       obtained? That would require the terran to actually do some sort
       of aggression instead of just bunkering up and AFKing and FB's
       would also take longer to get. In addition to that, maybe make
       it so that no matter who kills the starting hatchery closest to
       the terran base, that specific terran gets the bugo (so zerg
       can't deny the bugo by killing his own hatchery). I dont know..
       What you guys think?
       #Post#: 176--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Oayoo
       Date: November 10, 2020, 4:52 am
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       I really like your ideas !!
       We need these kind of things for Zerg hex :)
       Of course, to allow this, Zerg musn't be able to deny the bugo
       anymore by hitting themselves.
       #Post#: 177--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: RickSanchez
       Date: November 10, 2020, 4:54 am
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       --- Quote from: Oayoo link ---
       > Of course, to allow this, Zerg musn't be able to deny the bugo
       anymore by hitting themselves.
       --- End Quote ---
       I disagree. Lasthittting Nest isnt that trivial and needs a well
       timed attack if marines already firing. it is easy to miss.
       #Post#: 178--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Speed
       Date: November 10, 2020, 4:57 am
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       Right now buggo is just a little extra gas source.
       Denying it is fun for zerg and a bit of a "wtf" for the terran,
       but it's not a big deal.
       If buggo is patched to be some sort of requirement for tech then
       denying it becomes a huge deal and imo shouldn't be allowed
       anymore.
       #Post#: 183--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Turb007
       Date: November 10, 2020, 12:12 pm
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       --- Quote ---
       > Of course, to allow this, Zerg musn't be able to deny the bugo
       anymore by hitting themselves.
       --- End Quote ---
       --- Quote ---
       > If buggo is patched to be some sort of requirement for tech
       then denying it becomes a huge deal and imo shouldn't be allowed
       anymore.
       --- End Quote ---
       Thats the idea! As to how to implement that, maybe have a steep
       supply penalty for the zerg if he destroys one of his own nests.
       Maybe -135 supply?  ;D
       #Post#: 184--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Oayoo
       Date: November 10, 2020, 12:21 pm
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       big off, -135 supply is basically game over for Zerg.
       just disable deny possibility and it is fine i think.
       #Post#: 185--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: Turb007
       Date: November 10, 2020, 12:24 pm
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       That was meant to be a little sarcastic  ;D Disabling zerg from
       being able to target nests would probably be more realistic
       #Post#: 190--------------------------------------------------
       Re: Terran FB Tech Tree, Possible Zerg Change(s)
   DIR By: GrumpyKitten
       Date: November 10, 2020, 2:12 pm
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       --- Quote from: Turb007 link ---
       >
       > That was meant to be a little sarcastic  ;D Disabling zerg
       from being able to target nests would probably be more realistic
       >
       --- End Quote ---
       Yeah i like your ideas, and summary of the Zerg play currently.
       It is really one dimensional.
       On other topic i talked about something similar, but you
       expressed it much better what i miss from the game:
       This stepping stone like tech on the zerg. I mean half of the
       units are useless at best, and borderline just hurts you if you
       build them.
       So yeah, i think of like: rework completely tankling. Make it
       Armor 1 unit, and something (a lot of buff) to make is viable.
       Make roach more expensive, so it is more like a 20-22 minute
       unit when terran can get T2 marine tech + units.
       So the way i think it should be:
       Basic zerg units < a couple of T1 marine < Armor 1 units < T1
       marine upgraded + armory + in huge numbers like 40+ < Armor 2
       units < T2 marine < Armor 3 < T2 upgrades + armory + in huge
       numbers < Armor 4 units < T3 marine < Armor 5  + maybe even some
       "low tier" infestor units are more spammable so you get them
       against T3 marine pushes.
       I hope it is understandable, mostly i would like to see
       something from each upgrade. Each is just stronger then
       previous, so it "counters" the other one's tech.
       It would be much more exciting, and more strategy based: if
       terrans passive and dont push? Then zerg can eco, get higher
       Armor units, and win.
       If Zerg is greedy? Terran can cripple him with early push, then
       go back for eco -> tech up -> killing blow on zerg.
       I think this would make the game exciting and not just "can i
       get a buggo before i turtle because roach?"
       It would reward good terran players who manage eco - pressure on
       zerg better.
       On the chem - buggo thing:
       First i bought this idea: nest not deniable, but you can only
       build chem from the buggo. The problem is it is very limited how
       much buggo you can get kinda early.
       Also this would not stop players from turtle on 1 gas: they just
       wall in, get like 20-25-30 reapers and clear the nest. You would
       not build a lot of units on a 1 gas guy, but this is countered
       by just 4 hydra too so...
       I don't know how it would play out actually, the meta needs some
       time to experience with, and settle.
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