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       #Post#: 437--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Shameling
       Date: November 18, 2020, 5:38 am
       ---------------------------------------------------------
       I also think roaches need more nerf.
       #Post#: 438--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Oayoo
       Date: November 18, 2020, 5:42 am
       ---------------------------------------------------------
       If you do as i said it will cost less to have primals than to
       have roaches + 2 Upgrades...  Even low eco zergs in public
       lobbies will be able to have primals.
       My goal is to not let Zerg be able to cut his eco early game
       without big damages. This way Terran can expand and play without
       having the entire earth focusing him early.
       --- Quote from: Adam link ---
       >
       > pls stop with shared eco argument as a way for zerg to fast
       rush primals, its not happening in random lobby with random
       teammate and we all know it and it has nothing to do with skill
       as it simply require lvl of communication unreachable with some
       random person u dont know (and lets not even get started on
       amout of people who dont communicate at all)
       >
       --- End Quote ---
       I'm sorry but sharing money require skills: Trust, social
       skills, more apm, knowledge of the game...
       Once again roaches and primals should be fused, they have the
       same purpose: Stopping T1 push.
       #Post#: 439--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Speed
       Date: November 18, 2020, 5:50 am
       ---------------------------------------------------------
       --- Quote from: Adam link ---
       >
       > remove roach and lock festors behind 2k?
       > XD
       > then why even bother pretending that zerg should have any
       chance vs 2 players that know how to autocast t1 no matter how
       good he is?
       > just make some mechanic that if 2 terrans build armory and
       tech lab with 2 charges before 12-14 min zergs hive explode,
       will be faster
       > and one more thing - pls stop with shared eco argument as a
       way for zerg to fast rush primals, its not happening in random
       lobby with random teammate and we all know it and it has nothing
       to do with skill as it simply
       > require lvl of communication unreachable with some random
       person u dont know (and lets not even get started on amout of
       people who dont communicate at all)
       >
       --- End Quote ---
       Just give win in current version if 1 terran manages to get full
       walls and a yard then? Because that's basically the same. Takes
       80 apm, 0 multitasking to macro behind closed walls kek. And no,
       don't start with "it's the zerg fault if they allow terran to do
       that", because it's totally gonna happen against even
       semi-competent terran LUL.
       Just had a game, every terran AFKed, 1 of them pushed with like
       20 bats just before bruts... I just transfused spine for days
       kekw. He whispered me after:
  HTML https://drive.google.com/file/d/1o6Sdg6fHXXmurZMleAuC6hbwOKhDKtm9/view?usp=sharing
       Nice, so apparently a brutalisk rush is a noob strategy, hence
       why you see it every time xd. Or maybe he referred to the
       transfuse, which is nearly as uncommon kekw.
       I even told terrans to tryhard & they need 3 gas... but they
       took way too long, fully walled, double walled, against zerg
       that are clearly rushing economy... at least I'm told again and
       again how my build is obvious x) Yet hardly anyone tries to even
       touch a big spine...
       Just by knowing what I do and telling everyone else you are not
       actually countering a brutalisk rush guys x)
       #Post#: 440--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Speed
       Date: November 18, 2020, 5:52 am
       ---------------------------------------------------------
       --- Quote from: Oayoo link ---
       >
       > If you do as i said it will cost less to have primals than to
       have roaches + 2 Upgrades...  Even low eco zergs will be able to
       have primals.
       >
       > My goal is to not let Zerg be able to cut his eco early game
       without big damages. This way Terran can expand and play without
       having the entire earth focusing him early.
       >
       --- End Quote ---
       Well, 1.5k for infestor tech is pretty heavy...^^ should be 1k
       max, rather make the next step more expensive. As long as primal
       requires a lot of eco you force zerg to go eco or get owned by
       even a weak eco T1 push (as they should, they fucking all-inned
       and failed).
       #Post#: 442--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Oayoo
       Date: November 18, 2020, 5:58 am
       ---------------------------------------------------------
       Sure my numbers were random ones. We need to tweak them a lot
       for sure!!
       I have no competences about scaling cost^^. I just tried to give
       an idea of a path we can take. If we remove armor 2 we need to
       scale the other lvls x)
       Obviously Adam jumped on it immediatly without thinking about
       tweaking numbers xD. Big bait lol
       #Post#: 447--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Mehaperson
       Date: November 18, 2020, 8:28 am
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > ... Not a fan tbh.
       >
       > As much as I hated the chemical, if you wanted to win roach
       players, getting 3 chemicals and auto-casting walls was the best
       way.
       >
       > 10HP removed from the tar roach... 20% of its HP... not gonna
       do anything.
       >
       > Roaches with tar rush on creep, with speed upgrades, too, you
       cannot move forward as terran unless you have RIDICOULUS DPS
       output. I wouldn't get a firebat for 30 gas, let alone 50. If it
       didn't require T2 it could be a nice (OP) counter to the
       constant stream of harrassment so many zerg love to send to
       someone.
       >
       > I'm gonna talk about the issue with roach again.
       >
       > Zerg all-in by building full spawners and upgrading capacity
       before getting any eco, then, if some terran somehow manages to
       hang on to his low ground, build an army and push, even with the
       shittiest eco zerg can afford Armor 1 & 2, and from the spawners
       they lose they gain supply to build roach... Yeah, it FURTHER
       demolishes their already shitty eco, but the terrans don't have
       good eco either from the early game allin.
       >
       > For zerg this is a great patch! Stupid OP firebat is gone (the
       one where 4-5 can take a big spine), chemical plant is gone, so
       you will not see 20 lvl walls at 30 minutes, and zerg's go-to
       unit, the roach, only got a 20% HP nerf on their little minion.
       >
       > Even for my zerg (I rather quit the game than making roaches),
       this patch is good, with the stupid firebat gone and chemical
       plant gone, only italis is an issue for the ultralisk, so I feel
       confident I can go for ultra tech instead of brutalisk like I
       did before.
       >
       > I consider myself as an above average zerg, and even I miss
       transfusions regularly, don't think it will be too big of an
       issue for me. Though the design probably isn't too great I
       guess.
       >
       > Just remove roach altogether. Zerg has to make eco for primal,
       if they don't do so, they will die before reaching it. For roach
       zerg doesn't have to make eco, so they will just all-in into
       all-in like they do now and, as much as I despice the current
       firebat, it's nice when someone rolls over those noobs with a
       ball of firebats. Transitioning from T1 into chemical plants is
       boring as fuck, but at least it's a win. If terran don't improve
       I see myself losing games to zerg that all-in, then all-in again
       and it's not a game I want to play.
       >
       > I prefer the current patch over this proposal, ideally I
       wanted a patch where you need to win with T1, but with the
       insufficient roach nerf I don't feel like you can win with T1,
       and your fallback options are gone, too.
       >
       > I think even if T1 was the only way to win, most people would
       still AFK, I think sadly even I failed to properly evaluate this
       point when discussing future changes.
       >
       > There is too many bad players, maybe try buffing their skill?
       ;)
       >
       > Bunkers are actually easy to break for zerg if they eco well,
       and if italis was gone you could do so much with hydras, but
       instead you propose to take away the defenders 8% dmg reduction?
       Yeah, it will make it easier for the zerg... in a no brain way,
       this is exactly what we didn't want! Or I didn't want at least.
       >
       > I've said this before on heXnab discord, I was expecting too
       much and I already knew I was going to get disappointed. Here we
       are :/
       >
       --- End Quote ---
       >Roaches with tar rush on creep, with speed upgrades, too, you
       cannot move forward as Terran unless you have RIDICULOUS DPS
       output. I wouldn't get a firebat for 30 gas, let alone 50. If it
       didn't require T2 it could be a nice (OP) counter to the
       constant stream of harassment so many Zerg love to send to
       someone.
       Right, so he addressed this by reducing tar roach hp and adding
       light armour to them making firebats a great way to reduce
       surface area of your marines (which normally gets them killed to
       begin with), and by having the +15 to light armour bonus. To my
       understanding, as soon as a roach dies it immediately burns to
       ash instead of behaving as an additional or replacement roach.
       As far as the you not wanting to build firebats thing, I can't
       convince you to do it, if you don't feel like you want it then
       you don't want it. In my opinion at least, that isn't a good
       hill to stand on if you're trying to make a point.
       >For Zerg this is a great patch! Stupid OP firebat is gone (the
       one where 4-5 can take a big spine), chemical plant is gone, so
       you will not see 20 lvl walls at 30 minutes, and zerg's go-to
       unit, the roach, only got a 20% HP nerf on their little minion.
       Well, since walls gain 2x armour per upgrade, level 10 walls are
       pretty much level 20 walls, which you can get sooner than 30
       minutes I believe, maybe, depends on what your gas income is and
       what you spend it on.
       >Zerg all-in by building full spawners and upgrading capacity
       before getting any eco, then, if some terran somehow manages to
       hang on to his low ground, build an army and push, even with the
       shittiest eco zerg can afford Armor 1 & 2, and from the spawners
       they lose they gain supply to build roach... Yeah, it FURTHER
       demolishes their already shitty eco, but the terrans don't have
       good eco either from the early game allin.
       Why is this a problem? From my understanding, if a Terran does
       some how hold onto his low ground while the other two bunker in
       with 1 gas, then the zerg can't press due to the lack of eco
       which drives the game towards the direction of, the low ground
       terran can either aggress vs the zerg solo with the energy
       support of his peers, or he can start going towards ion along
       with them. What makes RTS's fun to begin with is the multitude
       of different strategies you can play, not speed run if it
       doesn't work go next.
       >I prefer the current patch over this proposal, ideally I wanted
       a patch where you need to win with T1, but with the insufficient
       roach nerf I don't feel like you can win with T1, and your
       fallback options are gone, too.
       I disagree seeing as how you can still win the game with t1s
       with roaches being how they are currently, nothings changed in
       the regard except roaches are a little less threatening with
       mini roach hps being less. As for the fall back plan, I don't
       think zerg has enough dps output with armour 2 to beat increased
       regen/double armour up walls without sacrificing even further
       eco for attack upgrades, which sort of gives other terran time
       to, you guessed it, ion for the win.
       >Bunkers are actually easy to break for zerg if they eco well,
       and if italis was gone you could do so much with hydras, but
       instead you propose to take away the defenders 8% dmg reduction?
       Yeah, it will make it easier for the zerg... in a no brain way,
       this is exactly what we didn't want! Or I didn't want at least.
       "Bunkers are actually easy to break for zerg if they eco well"
       is like saying, "Terran can kill zerg hive really easily if they
       eco well". The objective here is for both sides to prevent this
       as far as im aware, so like, whats your point here?
       I disagree with the no brain statement here as well, simply
       because the purpose of the zerg is to out eco and over power in
       the late game, which goes true to their lore/name "zerg". If the
       big brain statement here was to use hydras/infestors healing
       torras/spores, then that sort of takes away from the late game
       steam rolling everything i'd say. Like I said earlier, it'll be
       good early/early mid/mid game, where attack ups aren't that high
       and armour values+regen+repairs can keep up. At some point
       during the late game, the zerg needs to just walk over them or
       nothings changed patch or no patch.
       Though I can see the argument being made of, "but zergs don't
       eco for the late game because they roach up and win games atm",
       to which I reply, yeah, have you seen the current game style?
       Zergs can roach/ravator and force terrans off low ground because
       terrans don't play aggressive and try to chem up and "out dps"
       zerg dps with wall upgrades. That's the meta and it falls short
       cause players don't know what to do after they get chems, most
       of the time they just start stacking italis and tech towards
       elites rather than just ioning. As you stated earlier one guy
       flamed you for ecoing instead of roaching up and losing to
       firebats. That's meta atm, and you break that meta by out ecoing
       their eco and using infestors to infuse/slow down at the big
       spine (sort of what like adam has been saying), which is
       hilarious btw.
       All in all, the sort of feel that I get from your post leans
       towards a simpler homogeneous game (which you've already stated
       in another forum thread). However, I disagree with this as well.
       Complexity is a good thing, over complexity and over simplicity
       are not. Balance in all things amirite? The key here is to make
       it so the complexity is met with a proper learning curve, rather
       than one that's too steep, which can be challenging especially
       if your audience is lacking deductive reasoning and the will to
       get beaten multiple times to learn the game(which is why you see
       RTS's falling out of the market as of late because FPS are very
       straight forward, shoot the other guy before he shoots you) and
       even then you see newer FPS's release with complexity such as
       perks, talents, ultras, skills, etc.
       These are all obviously just my opinion and if people truly feel
       roaches are too strong, then remove/ nerf them and let primals
       serve the role, and since the firebat changes seem to address
       the roaches, with their removal/nerfs, remove firebats as well
       since they will effectively no longer serve a purpose since
       nerfs will allow t1 marines to fight them without the firebats.
       Explain to me why a tier 1 basic unit should compete vs 2 armour
       tiers of units again?
       #Post#: 448--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: ExtraLemon
       Date: November 18, 2020, 8:39 am
       ---------------------------------------------------------
       --- Quote ---
       > Explain to me why a tier 1 basic unit should compete vs 2
       armour tiers of units again?
       --- End Quote ---
       Zerg has 5 tiers, 6 if you count starting tier of armor, Terran
       has 3 tiers of marines. If every tier only killed 1 tier of zerg
       armor then Terran would need to have elites to kill Primals,
       which is obviously not the case.
       #Post#: 449--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Speed
       Date: November 18, 2020, 8:43 am
       ---------------------------------------------------------
       --- Quote from: ExtraLemon link ---
       >
       > [quote]Explain to me why a tier 1 basic unit should compete vs
       2 armour tiers of units again?
       --- End Quote ---
       Zerg has 5 tiers, 6 if you count starting tier of armor, Terran
       has 3 tiers of marines. If every tier only killed 1 tier of zerg
       armor then Terran would need to have elites to kill Primals,
       which is obviously not the case.
       [/quote]
       This person has a well-functioning brain.
       -Signed, <heXnab>Speed
       Now he will call me out on not knowing my lefts and rights x)
       #Post#: 450--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Oayoo
       Date: November 18, 2020, 8:45 am
       ---------------------------------------------------------
       I am too lazy to answer to Mehaperson.
       All answers are in previous threads.
       If you can't understand the core of the game, i can't help you.
       #Post#: 451--------------------------------------------------
       Re: Balance Take 1 – Firebat, Roach, Bunker, Beastling
   DIR By: Mehaperson
       Date: November 18, 2020, 8:57 am
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > [quote author=ExtraLemon link=topic=58.msg448#msg448
       date=1605710381]
       > [quote]Explain to me why a tier 1 basic unit should compete vs
       2 armour tiers of units again?
       --- End Quote ---
       Zerg has 5 tiers, 6 if you count starting tier of armor, Terran
       has 3 tiers of marines. If every tier only killed 1 tier of zerg
       armor then Terran would need to have elites to kill Primals,
       which is obviously not the case.
       [/quote]
       This person has a well-functioning brain.
       -Signed, <heXnab>Speed
       Now he will call me out on not knowing my lefts and rights x)
       [/quote]
       Edit: to clarify, I know I said, "why a tier 1 basic unit should
       compete vs 2 armour tiers of units", that's counting A1 and A2,
       not starting at A0, don't be petty if you planned on it. T1
       units shouldn't steamroll vs A2 units without a power up(vets)
       or an additional unit(firebats).
       Except below:
       t1 > A0 A1 (basic units/low techs)
       t2 > A2 A3 (Advanced tech/specialized units)
       t3 > A4 A5 (Absolute pinnacle of tech for both sides)
       How is this a misunderstanding? Is this not an idea worth
       exploring?
       --- Quote from: Oayoo link ---
       >
       > I am too lazy to answer to Mehaperson.
       >
       > All answers are in previous threads.
       >
       > If you can't understand the core of the game, i can't help
       you.
       >
       --- End Quote ---
       To my understanding the core game play is beat the zerg before
       the zerg beats you. How is having different ways to achieve this
       a bad thing?
       Edit: I already stated im all for the racing aspect of the game,
       not for turtling, all the ion cannoning that I stated earlier
       can be beaten in the mid/late game since Zerg could get free eco
       along with the chem removal/construction yard changes.
       Also, in my opinion, if you guys aren't going to have a
       productive discussion and instead reply with things like, well,
       what you normally reply with, you're not really helping anybody
       out, even yourselves.
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