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       #Post#: 831--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Speed Date: November 23, 2020, 1:45 pm
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=87.msg824#msg824
       date=1606159208]
       I like the new patch.  Zerg wins most pub games, which is as it
       should be.  When most new players join a game called "Zerg
       something something ...", they're picturing a game with an
       overpowering zerg force and a group of scrappy terrans
       struggling to survive.  That's how the game is now.  And the
       playstyle is far more intuitive for new players now: expand,
       make marines and try to kill the zerg before the zerg kills you.
       The elimination of chem plants eliminates turtles who let their
       allies take focus while they safely build up chem plants in
       their base.  This makes the game less frustrating for new
       players who intuitively grasp how to play but would previously
       be frustrated by turtling teammates and give up.
       And of course, more players will enjoy zerg now as it isn't
       playing rock paper scissors vs 3 other people at the same time.
       ;D
       [/quote]
       This guy gets it. And once terrans just accept the fact they
       cannot AFK anymore and play the game properly (by being
       aggressive with T1, whilst not giving up on economy behind it)
       and then making veterans when zerg make roaches, I'm assuming
       the win rates will even out. If they aren't there is always
       adjustments that can be made without adding completely new (and
       most likely imbalanced) stuff. I haven't played much this patch,
       I typed too much on this forum and on discord and on sc2...
       Additionally I feel like I have to win every single game I play
       (I did, so far), because there is that (obviously totally
       baseless) idea in the back of my head, that if I am to lose a
       game (which is perfectly normal and absolutely going to happen)
       this forum will talk about that 1 game I lost, about nothing
       else just that 1 game for like 5 days straight. This puts me in
       a very uncomfortable spot, winning is no longer as easy as it
       was (which is good), however the stress is definetely I could do
       without x) Hopefully I will lose a game soon and nobody will
       lose a word about it^^.
       #Post#: 866--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Zergie Date: November 24, 2020, 8:20 am
       ---------------------------------------------------------
       When I was playing without chems in this new patch, I did get
       elites sooner than usual. However I was not used to the new
       timings and income which most likely affected my performance.
       My opening is similar to the replay. I usually get penetrating
       before overcharge and if there are strikes I will get shattering
       first. But makes sense to get overcharge first if low on gas
       because its cheap and offers you faster safety. However, I did
       learnt to use fruit farms to get the focus instead of using
       walls. Seeing the 2 ways to take down the big spines with
       minimal loses was epic. I never imagined it could be done like
       that. Seeing is believing  ;D I was always using the bubble. I
       am guessing in this patch, you don't need to build walls to
       prevent your animals from getting stuck as you can build your
       animals out of other farms.
       I think the problem might be that players are too used to
       playing with chems and relying heavily on them. For me, its
       learnt from YT. Just yesterday, Mett released a video showcasing
       how to win with elites and chem.
  HTML https://www.youtube.com/watch?v=nV0OM4v5KTw&t=2s
       Mett does have
       videos without chems but somehow the ones with chems were nicer
       to watch. Especially the firebat ones because it was so easy.
       Chems might make sense in a longer game whereby you invested
       early at the expense of your army (and your allies. But if your
       allies are new and not helping as pointed out by Iancula, its a
       good option) in return for a good economy later on. Also for
       players being pushed back, they can have a source of gas income.
       It certainly does not have to be chems. As suggested elsewhere,
       the back gas can be buffed.
       Walls currently will fall to the zerg quite quickly even if you
       have a good economy as you won't have the gas to level it up.
       Its good for the zerg who was pressuring early and managed to
       push everyone back to then be able to break everyone before ion
       ends the game. I had games where I died to ion and level 30
       walls.
       Removing chems is a good thing to force players to learn how to
       push. Of course, learning something new takes time which is why
       zerg is favored now as terrans who relied on chem have to
       relearn. Probably after 20 games we will all get used to the new
       better method of playing. Pushing together is also more fun than
       going at it solo. Probably will take some time before the
       general skill level starts favoring terran again.
       Currently it looks like T2 is better balanced. T1 was already
       good in the past. Now what about T3? With the chem gone, terran
       eco also suffers such that I don't know how to play with T3 in
       this patch. Maybe lock chem behind T3 + chem upgrade. Then there
       should be fewer chem rushes which has been proven to mess up
       your allies. To play T3, you probably need wall ups as well as
       by that time zerg will have higher attack.
       
       What we need are more YT videos on this new patch ;D I will
       invest my time to watching how its done rather than playing
       badly. You should post your replay guide on YT to reach more
       people. I am the kind of person who prefers to watch YT on my
       phone while doing other things. I would be up to seeing a
       firebat as tanks push video in this patch :D
       #Post#: 867--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Speed Date: November 24, 2020, 9:41 am
       ---------------------------------------------------------
       Nice to hear that you liked my replay :) And even nicer to hear
       your playstyle is already somewhat similar!
       Yeah, big spines are not that scary if you are a micro machine.
       Though the replay of course showcased the easiest of easy
       scenario, no spawner, no transfuse. I should have build some
       slowlings around it and maybe some strikelings coming in from
       elsewhere to make it a bit more harder & realistic. (Though
       microing marines to mitigate splash + transfuse it is out of my
       league, so I can't show you that :p.... unless I ask one of my
       premades for a little practice mode tutorial. Would probably be
       nicer than my easy mode solo run).
       Regarding your points about chemical I totally agree, and I've
       posted my opinion and arguements many times.
       "Chems might make sense in a longer game whereby you invested
       early at the expense of your army (and your allies. But if your
       allies are new and not helping as pointed out by Iancula, its a
       good option) in return for a good economy later on. Also for
       players being pushed back, they can have a source of gas income.
       It certainly does not have to be chems. As suggested elsewhere,
       the back gas can be buffed."
       This is technically correct, but I'd like to make everyone
       reconsider this:
       A chemical (800mineral, 700gas), is that really a good option
       for a player that is pushed back? Investing several minutes of
       their entire income into a building that is equal-ish to 3
       upgraded refineries? The chemical needs to be up and running for
       almost 6 minutes until it generated the amount of gas you
       invested. And 0 of the 800 minerals. Sure, past that point, the
       player will have more gas than before, to build economy and
       upgrade walls... but he could have invested 700 gas for that a
       while ago. To give you an idea on how that impacts your economy,
       if you have 50 mineral income for 10 minutes that's 500
       minerals. If you have 100 mineral income for 5 minutes, that's
       500minerals, too. How rich you are is not entirely revealed by
       the number at the top of your screen you are, that's more of an
       indicator how rich you are going to be in the future. This is
       already more than I meant to type and it only regards the pushed
       back player part... I myself feel bad about this :(
       Regarding useless allies... they will not be more useful when
       you invest into chemical. At that point you are trying to abuse
       the overpowered factors of chem, either firebats or stacked
       walls and you are, perhaps only in my opinion, getting closer to
       being useless yourself. When I play and I get stuck with 2 new
       or so bad they'll be useless players, the objective is to make
       my zerg waste as much eco and attention on me, so the other side
       can win. Trying to safe up money for chem is not something I
       consider useful in that situation. If the other side is useless,
       too, just leave the game. Even chemical isn't going to get you
       out of this situation, in my opinion.
       #Post#: 1157--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: blah Date: December 4, 2020, 8:44 pm
       ---------------------------------------------------------
       Defender nerf was way too much. The regen is absolutely useless,
       I couldn't hold my walls with 3 defenders vs T1 units. You
       cannot hold all sides of your base at the same time. This,
       coupled with the fact that you have no gas to be able to upgrade
       your wall is devastating. When Ravators come into play... I
       don't even want to talk about it. end quote of post host.
       Agreed. i have to keep units by the yard or the walls fall. I
       thought even without chem plant, ok, but without the yard
       advantage, now it's 2 fronts of attack, especially with attack
       ups, no armor ups without chem and then ravs too. It definitely
       did change things up. agree a reduction in the pre patch healing
       bonus of defenders.
       maybe even a chem plant gas reduction? so they produce less gas
       compared to pre patch.
       #Post#: 1158--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Oayoo Date: December 4, 2020, 9:46 pm
       ---------------------------------------------------------
       You are not suposed to rely on walls in low-ground x).
       Adapt your way of playing instead of crying.
       The wall meta is over.
       Adapt, improve, overcome :)
       #Post#: 1177--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Mett Gaming Date: December 7, 2020, 7:39 am
       ---------------------------------------------------------
       [quote author=blah link=topic=87.msg1157#msg1157
       date=1607136283]
       When Ravators come into play... I don't even want to talk about
       it.
       [/quote]
       You don't have to. The way the game is balanced right now, if
       you just autocast t1 marines with 250-300 minerals/minute and
       know a little about micro you just roll over the zerg before
       they even have the energy built up to make ravs. Think abusing
       chemplant was bad? Try abusing marines! It feels even more
       broken (also ends the game at 14-16 mins, depending on when and
       if the zerg realizes it's pointless to continue onwards)
       Worried about defending your yard? Then don't build one. Just
       invest into more marines. (Yes, I'm serious.)
       There's your terran guide. Can we now please return to zerg side
       of the discussion as there is still no counter to T1 marines?
       Yes infestors, but they run out of energy eventually. Terrans do
       not.
       #Post#: 1178--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Speed Date: December 7, 2020, 8:46 am
       ---------------------------------------------------------
       [quote author=Mett Gaming link=topic=87.msg1177#msg1177
       date=1607348354]
       Worried about defending your yard? Then don't build one. Just
       invest into more marines. (Yes, I'm serious.)
       [/quote]
       I told a guy who lost his yard to strikeling ball that the best
       way to not lose his yard is to not make it. He called me a
       dickhead x)
       Not building a yard is legit 200 IQ :)
       And unlike chem marines need a little bit of brain, mechanics
       and resource management (mainly energy). Does zerg have a way to
       counter? Nah, not really. Not when the majority of terrans know
       how to build a proper economy and then translate their eco into
       a proper army and then use said army. Luckily for zerg, usually
       the amount of terrans that have this type of mentioned skill set
       are a minority - facing a lobby stacked of them is unlikely.
       Next time I play in a party of 4 (is pretty rare, mostly it's 2,
       occasionally 3), I will try limit everyone to 2 out of the 3 low
       ground gasses^^ should be fun :p (zerg should have a better
       chance at outgrowing a 2 gas terran, even if the terran is very
       skilled^^).
       I've tried figuring out a way to buff zerg, but the obvious
       options are stuff like decreasing supply cost, decreasing tech
       cost, decreasing unit upgrade costs / implementing them into the
       tech upgrades (really liked that idea for a bit), but the issue
       is that all those are 0 IQ buffs that will make even the
       stupidest zerg stronger. Zerg however is already in a pretty
       good spot strength wise when facing not so good terrans (won
       some games using mainly lings + ravator). Statistics put it well
       in his post, zerg just lacks a way to express skill, it needs a
       tool that is drastically more useful in the hands of a skilled
       player, rather than a tool that will be similarly good in
       anyone's hands (buffs to supply cost, tech etc). Sadly I'm
       seemingly not able to figure out a way to do so :/ Most of the
       ideas I had would help any zerg, but I don't want idiots to win
       a game without playing well (which is why I hate old patch
       firebat doom push so much; a player much weaker than me can have
       a more lethal impact than me because of 1 unit and 1 building).
       Zerg should get something along these lines:
       -Requires skill (micro and / or braincells) to be effective.
       -Zerg has 3 terrans to deal with, but whatever they get should
       only be used evenly against them; there is already too much
       extra stuff the best terran on a side has to put up with.
       -Preferably bad scaling; it should be strong early game, but
       mediocre in mid and nearly useless in late game, zerg's mid /
       late game is already quite powerful if they don't get destroyed
       early on. (Of course they can always destroy themselves early
       on... *cough* capacity *cough*)
       Maybe someone with a bigger brain than mine can figure out a
       nice tool that will give actually skilled zergs the ability to
       win against several good terrans, even if that means they never
       lose to mediocre terrans (seems fair to not lose to mediocre
       players when you are considered highly skilled, doesn't it?)
       #Post#: 1184--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: blah Date: December 7, 2020, 8:00 pm
       ---------------------------------------------------------
       i think pro mode is a good idea, or something similar. like
       change the difficulty level depending on the number of games in
       a bank file? could be manipulated with bank file deletes but if
       it makes gameplay better maybe players won't do that.
       #Post#: 1186--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: Speed Date: December 8, 2020, 8:22 am
       ---------------------------------------------------------
       [quote author=blah link=topic=87.msg1184#msg1184
       date=1607392804]
       i think pro mode is a good idea, or something similar. like
       change the difficulty level depending on the number of games in
       a bank file? could be manipulated with bank file deletes but if
       it makes gameplay better maybe players won't do that.
       [/quote]
       Could also be manipulated by idiots with huge bank files and no
       skill.
       #Post#: 1228--------------------------------------------------
       Re: Feedback on 4.0, Problems/Solutions & Suggestions
       By: blah Date: December 9, 2020, 5:47 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=87.msg1186#msg1186
       date=1607437346]
       [quote author=blah link=topic=87.msg1184#msg1184
       date=1607392804]
       i think pro mode is a good idea, or something similar. like
       change the difficulty level depending on the number of games in
       a bank file? could be manipulated with bank file deletes but if
       it makes gameplay better maybe players won't do that.
       [/quote]
       Could also be manipulated by *s with huge bank files and no
       skill.
       [/quote]
       yea there's another post in new ideas that discusses some type
       of gamechange to teach new players bc right now there is nothing
       except the loading screen.
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