DIR Return Create A Forum - Home
---------------------------------------------------------
Zerg Hex Forum
HTML https://zerghex.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Builds & Guides
*****************************************************
#Post#: 862--------------------------------------------------
Bunker (ion rush) 4.0
By: Speed Date: November 24, 2020, 7:50 am
---------------------------------------------------------
Hey everyone, with 4.0 bunkering has taken a large hit (many
think it's too much).
While my opinion about chem is probably the most popular topic
on this forum at this point (I'm annoyed myself, having talked
about the same stuff time and time again), I understand and
agree that the defender nerf (it's a redesign, but since it's
clearly weaker than before I consider calling it a "nerf" is
appropriate) is an issue. However with the way they work now, I
am thinking a new way of positioning & wall design is desirable
(this type of positioning existed before, but since you used to
just tank everything zerg threw at you it wasn't my choice of
base design)
With the boosted regeneration rate of linked defenders and walls
actually taking damage now, a wall that has more "parts" is
desirable now, even if the yard position is slightly awkward for
me, but I've seen people do similar positioning, so to some this
might even be familiar and natural.
HTML https://imgur.com/a/3IZRPZe
1st picture has more parts, however with 5 layers the 5th isn't
really too useful, so that's why the 2nd picture has 1 less
layer, this makes the gate front a little more compact and
hopefully a bit more resistant, while still benefitting from the
extra parts. I'm not entirely sure if there is a best way to do
this, in old patch there used to be 2 main walls (more on this
topic here:
HTML https://zerghex.createaforum.com/builds-guides/late-game-construction-yard/)
HTML https://drive.google.com/file/d/1BWmqvFBWf8DtiXHpgbnBjZ3aPMf9z8rU/view?usp=sharing<br
/>
Here is a replay, I'm middle, the zerg is building both on left
and right, but I'm not free at all sadly, I get constantly F2d,
early game right away, and whenever I try to even get back to 2
gas I get F2d over and over. I quickly identify that I will
probably not be able to contribute with my own units in this
game, with all the gas I'm missing by not having 2 of my
refineries for the longest time I will likely not be in the
economical spot (though you can't know if you don't try) to make
an army with upgrades... considering how easily the zerg died
later on I might have misjudged the situation (in my defense,
someone telling me to make a yard and a sentry gun while I was
getting F2d over and over didn't exactly make me play better
lol)
Anyways, I decide to focus my eco on the high ground, upgrading
sheep farms is a massive waste of gas and minerals if you're
planning to have eco on low ground, so when I do it you can be
sure I have not much of an intention to ever try to myself
established on the low ground. Of course I could try, make
marines, make walls, but with how the game was going I didn't
think I'd ever get the opportunity. I tried taking my 2nd gas as
often as possible, every unit F2d on me is a unit that takes
pressure of my allies, buying them time to get stronger. I also
made a huge mistake, I actually put my yard 1 square off... this
is a big issue, my 2nd gate isn't covered by aura, so it dies.
Luckily I realize in time and make some scvs to keep my wall
blocking the roaches from killing me.
I spend quite some stacks on power field and energy transfer,
yet at some point I have 20 stacks on lab. Half an ion, of
course it would just be the 1st out of 9 required for an ion
win, but you have to start somewhere. And if a terran as bullied
as me can get it out, if you focus as a team on ioning, it is
definetely still possible. Since the first couple ions can be
used to kill the high ground spines while damaging the hive at
the same time, they can be good to initiate both an ion game and
a late game push, too. I considered stopping to support pushes
with my energy when I saw the 20 stacks, but decided team was
getting good damage done and I would probably still have
opportunity to ion later and should focus on helping my allies
hurt the zerg for the time being.
Bunkering is weaker with new yard link, but I'm telling you...
you can live for quite some time if you and your team do it
right. Adapt, improvise, overcome :)
*****************************************************