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       #Post#: 868--------------------------------------------------
       v4.x Patch Review
       By: RickSanchez Date: November 24, 2020, 9:53 am
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       Hey thanks for reading this giant wall of text, which will most
       likely include any types of language misstakes, I want to
       apologize for. If something isn't clear for you, feel free to
       ask me in a private message about it and i'll try to clearify
       what I wanted to say.
       First of all, I only speak for myself as a very engaged fan,
       which opinions are oftentimes between the chairs or in this case
       between nabstyle argumentations and the pro v3.x party. So I
       expect that my review gets trashed from both sides. I would
       describe myself as a top 25% Terran for sure with ~80-90apm not
       spamming for apm sakes tho. My Winrate on 4.x is around 95%.
       Current Account is "TerranEater". I prefered the marinestyle
       even before 4.x and therefore I am more than happy with the
       latest patch, however i try to also keep the other half of the
       playerbase in mind.
       After a number of matches I finalized my opinion now. It is a
       damn good patch that resolves almost any issue I had with the
       previous version (from now 3.x).
       The enhanced rallysystem together with the animal network is a
       fantastic addition to the game QoL wise.
       The Meta is shifting to an aggressive race against Zergs eco,
       which is totally what the game should be like. That naturally
       increased the needed skill the be a sucessful player which
       leaves many players unhappy and that is something that should
       take care of. A broad mass of people started with 3.x and
       naturally included chem in their builds. That left 2.x or
       earlier players that always were used to the originalstyle in a
       very unthankful position of having no support from the team when
       it would matter. Chem was an investment that started to pay out
       late midgame, when from the marinepushers angle of view the game
       should already be decided.
       [quote author=Zergie link=topic=87.msg866#msg866
       date=1606227645][...]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.[...][/quote]
       That's points it out very well, why alot of players seem to be
       unhappy about the latest patch. The 3.x Players have to learn
       completly new builds, since almost any yard first build is
       trashcan now. I consider Yard into Coweco if zerg leaves you in
       peace as cheese. ;)
       To make things more challenging and rewarding for 2.x and 3.x
       party I want to suggest a set of changes I'd like to see as a
       balance revision to bring both parties together.
       Increase Terran Midgame Eco
       Option 1 (my favorite): Add an upgrade for Upgraded Refineries
       that require a buggo in the near. That buggo will get consumed.
       Allow to use buggos of teammates, so the team can help someone
       who stuggled early. A simple +1 would do the trick in my
       opionion. Buggo'd Refinery outputs +3 then.
       Option 2: Bring back chemplant in a drasticly nerfed way and
       make it less of a commitment and integrate into a classic build
       that relies on Tier 2 in addition to Advanced Build. Numbers
       that seem to do well is 6 per 5s or 3+n per 5s where n is the
       number of refineries taken.
       Revert Firebat into something usefull.
       Imo their only suitable use is now to stack like 3 on your
       armorybuff range to deny any zerg f2 until primals appear. They
       perform too poor to justify the upgrade and without they die to
       Bigspines as fast as a normal Marine that costs less than the
       half. If you use Option 2 of improving Terrans eco you can
       easily revert the behaviour to 3.x since that is a good way to
       use the gas from the plant. It also allows to bring back the
       napalmcheese.
       Allow Strikelings and Hydras to handle it as Mett suggested
       [quote author=Mett Gaming link=topic=24.msg157#msg157
       date=1604918526][...]I. Firebats: Remove bonus damage vs
       structures
       II. Hydras/Strikelings: change less dmg vs armored to less dmg
       vs structures[...][/quote]
       Make Gasblockers destructable
       [quote author=RickSanchez link=topic=23.msg154#msg154
       date=1604917755]
       I'd like to see gasblockers of dead terrans get destructable
       again. it require awareness of terrans and zerg and increases
       overall the fun of the game.
       Also it would make taking away zergs mapcontrol possible and
       make hidden gathering of a teamforce push a thing. zerg can
       easily counter by patroling a drone there.
       [/quote]
       To compensate Zerg for that I'd increase Bigspines HP by a
       value, so Elite cant outdps Transfuse so easily.
       Make Beastlings a little bit cheaper like 20 -> 18 Supply.
       Buff Ultralisk HP slightly by 10 to be more in line with the
       primal buff.
       Reduce Supply for Brutalisk 30 -> 25
       Thanks for your time. :)
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