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       #Post#: 320--------------------------------------------------
       Can we please revisit the mid positions?
       By: Xcage Date: November 13, 2020, 4:20 pm
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       Dear W,
       I think we all agree that mid isn't the same as sides for
       Terrans spawn,
       can we please make it the same ? doesn't really matter if its
       worse for Terran IMO (aka like mid) or better for Terran (aka
       sides)
       just balance it out
       or ill rephrase it because balance is not so easily achieved:
       make it same for all the terrans
       #Post#: 321--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: Ecanos Date: November 13, 2020, 4:48 pm
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       [quote author=Xcage link=topic=44.msg320#msg320 date=1605306055]
       Dear W,
       I think we all agree that mid isn't the same as sides for
       Terrans spawn,
       can we please make it the same ? doesn't really matter if its
       worse for Terran IMO (aka like mid) or better for Terran (aka
       sides)
       just balance it out
       [/quote]
       4 vs 1 is the balance alternative good luck have fun ;P
       #Post#: 322--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: Speed Date: November 13, 2020, 5:44 pm
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       Middle is fcked, I would have posted about this, but I don't
       really know a fix.
       You could try tightening the paths and / or removing the 3rd
       small path (it's meant for middle to take the extra gas, but
       it's not really needed, but cause a lot of headache to defend)
       3rd gas would also have to be moved closer, I'd actually like
       that cause it makes the battery rally smaller... I guess it's
       something that can be played around with.
       I guess the best fix that I can think of would be to make the
       middle area a bit more terran friendly, close 3rd path, make the
       2 big paths a little more narrow, get the 3rd gas a bit
       closer... this will not fix the issue of middle being close to 2
       terrans (and their spawners) instead of 1, but it will help a
       bit with defense, then middle can perhaps be a lot nicer to play
       #Post#: 328--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: Oayoo Date: November 14, 2020, 1:31 am
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       This is obviously a really hard problem to solve, Wmaster will
       have to think a lot for this one^^ gl
       But yeah middle need a fix.
       #Post#: 330--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: Ecanos Date: November 14, 2020, 5:46 am
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       more water, less walls = better middle position
       but a extrem good waller, will stay better with more walls. (Hp
       share :))
       i like the middle position, if the zerg only f2 to the sides :)
       #Post#: 346--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: joridas Date: November 15, 2020, 8:45 am
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       Mid definitely needs to change for multiple reasons. Logically
       it makes the most sense to build mid first as zerg because
       sending waves to left and right from there is easier (closer)
       then trying to send from left to right or vice versa. Unless ofc
       the design of the game should be to make the game the hardest
       for the mid player. If not, and i dont think it should, mid
       needs to be the easiest position to defend.
       Which brings us to the second point. Mid is even harder to
       defend than the sides. Theres 3 entrances to your frontal 3
       gasses while the sides only have 2 (i know technically you could
       argue the side also has 3 but they are very close together and
       easily defended at once). There is a much broader position to
       defend than on the sides.
       Which is also is aggravated by the third point which is f2. Its
       way easier to f2 mid than the sides. All units will come from
       different directions and at the same time naturally which is
       much harder to defend than a f2 on the sides. The units also
       have a shorter pathway to go.
       Possible solutions have already been mentioned and they seem
       very reasonable:
       -bringing one gas closer. (leftmost gas on bottom mid and
       rightmost on top mid) are really far away and defending would be
       much easier if they were closer.
       -changing the layout like closing 3rd entrance at farthest away
       gas and creating one that resembles more the one on the sides,
       possible a bit narrower to make it a bit easier
       #Post#: 347--------------------------------------------------
       Re: Can we please revisit the mid positions?
       By: Speed Date: November 15, 2020, 9:38 am
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       You can also build on left and right, F2 mid, pressure left and
       right and then swap to mid along with getting speed 1.
       I don't play like that, but I play against it a lot... with the
       early delay from getting F2ed, and from the sheep economy (if
       you go full fruit farms on middle you are risking to lose a lot,
       should zerg ever decide to F2 you again for a while) there is
       just not enough army available to hold, only once I'm pushed
       back really far (basically having my army in the choke in front
       of my ramp) ground pulse can finally hit enough units to hold
       on... but at that point I lost 2 gas and all but like 3 low
       ground farms... how can I recover from that?
       Sure it's a hard committment of zerg to make mass units and get
       speed 1 before 10min, but pushing wise the game is pretty much
       over for me, all I can really do is ion at that point...
       It's harder to fix than a lot of other stuff^^
       I'll talk a bit about my last game I played in middle today...
       I got focused early, 6 slowling at the very edge of creep with
       capacity (done at 1:54) at 2:50 the 3 starting slowlings are
       upgraded. I have nothing left on the low ground at this point,
       but hey, let's invest 120 minerals into that capacity anyways.
       At around 3:10 zerg rallies the 6 slowlings he built over to
       left side. Now I'm only left with 3 upgraded slowlings and 1
       unupgraded creeper I keep that "freedom" until 7:55, that's  6
       slowlings and 6 creepers from left (all upgraded) are re-rallied
       on me, the 6 slowlings are the ones that have been built as
       close to me as possible. Actually there is 6 more (upgraded)
       slowlings that had been on left side that are also on me. 1 dmg
       has been upgraded at like min 7 (lol) and at 9:20 zerg upgrades
       speed 1, in this game it wasn't even needed. Zerg income?
       680/min. Other zerg has 980. They made 3 and 0 spires. Isn't it
       ridicoulus they can also afford roaches later? I lost my entire
       low ground by 9:20 again, didn't have many fruit farms, but
       losing even a few along with my gas income really destroys me.
       I'm at 100/100 income at this point. Zerg are researching armor
       1 at 9:30 with the before mentioned income. At 11minutes the
       runs 5 infestors at me... target fires my shock trooper, I lose
       1 reaper to the ling / creeper stream... I kill all 5 infestor
       (750 minerals, more than 1minute of zerg's income) Zerg follows
       this up with some tanklings at the big spine at 12 minutes. At
       12:30 spawners are rallied on left, who's building armory. I'm
       however completely out of the pushing game lel, I'm setting up
       my bunker and get a lab by 14minutes and play support, the army
       I invested in is used to hold my 1st gas, but I don't even
       bother with the upgrade. I retreat to high ground as soon as
       there are roaches on me. Armor 2 is researched at 15minutes,
       2.1k combined income. Nobody was able to make an army to end,
       both zerg leave the game after 4 ions have been dropped (3 of
       those by me).
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