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       #Post#: 881--------------------------------------------------
       First Impressions of Patch 4.0
       By: deorai037 Date: November 24, 2020, 9:14 pm
       ---------------------------------------------------------
       Hi. Let me introduce myself. I'm the player known as RedNova. My
       experience in this game is as a solo pub player (no teaming, no
       in-house lobby experience, not in a dedicated clan). I started
       playing just before the previous major patch was introduced
       earlier this year. I had substantially high win/loss rates as
       both Terran and as Zerg; my Terran W/L rate was roughly 160/30,
       and my zerg W/L rate was roughly 89/27 -- on this account. On my
       other account I have similar win rates with more games (the Zerg
       win rate was better, in fact, in spite of the greater number of
       games). Although there are certainly better players than me, I
       think I have some valuable insights to offer.
       With that in mind, my first impression of Patch 4.0 is that it
       is a significant mis-step in design for the game.
       ---------- Section 1: T1 marines and T/Z imbalance
       -----------------
       As pretty much everyone with a brain knew by the end of the
       previous patch, Terran was substantially stronger than Zerg. If
       you pitted six strong Terrans against two stronger Zergs, then
       the Terrans would pretty much win every time.
       But why was Terran stronger than Zerg?
       A lot of people seemed to pin things on the firebat, and I agree
       that the firebat was extremely powerful. If a single decent
       Terran was left alone, then that Terran could secure 3 gas and
       transition into 11/13/14 minute firebats, at which point they
       could clear out pretty much every single Zerg forward spawner on
       their half and cripple the Zerg economy.
       However, the firebat wasn't the only reason why Terran was so
       powerful. Firebats were most powerful within a very limited span
       of time. If you didn't get firebats out early enough or didn't
       do enough damage with them, then you might just as easily have
       wasted a potential gas and mineral advantage.
       The arguably more substantial reason why Terran was so powerful
       is the t1 marine. With the same money it would take to squeak
       out a single chem plant and five firebats (roughly what you'd
       need to wipe out early hatcheries), you could afford to upgrade
       your generator to roughly level 15 with the 500 mineral upgrade
       (so roughly level 25). With the money it'd take to buy a second
       chem plant (which you'd need to continue pushing with firebats
       in any meaningful fashion), you could purchase roughly 50 t1
       marines, which is all you need to start mowing down large
       spines. More importantly, t1 marines are also a far more
       reliable strategy; whereas rushing firebats would mean playing
       fairly risky against a decent Zerg player (after all, every
       marine/shock trooper/generator upgrade would also constitute
       spending minerals you needed to squeeze out that all-important
       first chem plant), with t1 marines you can steadily build up
       your forces and expect to be able to use them later. It also
       would matter less if your gas eco was a little behind if it
       meant that you'd already killed off two or three large spines.
       T1 marines also force the Zerg into a really key dilemma:
       without roaches and tar rush, Zerg has no tools to actually turn
       t1 marine numbers against them. I occasionally see people try
       and defend large spines with a mixture of infestors and hydras,
       but the thing is, if the Terran player is aware that you're
       defending with infestors and hydras, then they just bring even
       more t1 marines (which they were going to do anyways if they're
       playing t1s) and then burst down the big spine faster than spam
       clicking with infestors can heal it; you just end up with dead
       infestors, dead hydras, and now you're upwards of 1.1~2k in the
       hole with no way to really stop the t1 onslaught.
       For Zerg who are experienced, it's relatively easy to suppress a
       single strong terran t1 player by just building your early
       spawners on them. However, with two strong terran t1 players,
       unless you were extremely lucky and managed to catch one of the
       terrans off guard early on (i.e., you managed to snipe an early
       marine somehow, in which case the terran was probably lagging or
       just not that good anyways), it was often difficult to suppress
       them and still transition to roaches before they could pump out
       enough t1s to end you. With three strong terran t1 players?
       Unless your partner had nothing but goobers on their half to
       fight, you were pretty much guaranteed to die.
       With this in mind, the first thing I wanted to check with the
       new patch was how it adjusted early game balance. And, to my
       surprise.... it didn't? Marines now cost a grand total of one
       more mineral than before, which is honestly not much. After the
       first minute of gameplay, a 1 mineral difference is negligible.
       It means that instead of having 48 marines, you now have 45
       marines. Meanwhile, nothing actually changed to benefit Zerg
       players. T1 upgrades are the same honey trap that they were
       before (buy them too early, end up with a horrible eco), and
       early supply upgrades are as expensive as before as well. Sure,
       Zerg players no longer have to worry about 5 firebats wiping out
       their front line spawners at 14 minutes anymore, but t1 marines
       are as powerful as ever, meaning that they still have to worry
       about t1 marines wiping out their entire base by the 20 minute
       mark.
       So did this patch fix the fundamental balancing issue between
       Zerg and Terran at the top level? I'd say no. I think a team of
       six Terran players, who are all competent at t1 marine pushes,
       will still stomp two Zerg players any time even with these
       changes, because virtually nothing about that gameplay dynamic
       has changed. You didn't need chem plants before to do a t1
       marine push, you don't need chem plants now either.
       -------------------- Section 2: Severe loss of strategic
       diversity ---------------------------
       So now that firebats are not just nerfed, but completely nerfed
       out of viability whatsoever, what is left for Terrans
       strategically?
       Well, in the previous patch, Terrans had a lot of options
       available to them: t1 marines, firebats, ion, and late game
       t2/t3 marine pushes.
       As I detailed above, t1 marines are just as viable as they were
       last patch.
       In the current patch, I just don't see t2/t3 marine pushes being
       viable anymore. T3 upgrades, which are necessary to meaningfully
       push (since otherwise you won't even have enough energy to
       defend with t3 marines, nevermind push out) are out of reach
       when you either need to drain your entire mineral economy (which
       you need to afford t3 marines in the first place) in order to
       grab them, since chem plants have been removed. T2 marines
       weren't very strong in the previous patch, and they're not very
       strong this patch either; even if you could just barely squeeze
       in enough upgrades (without chem plants) to fully upgrade t2s,
       they're still less effective than t1s against roaches, and
       useless against brutalisks. Their primary issue was their bad
       energy-to-damage ratio, not their raw mineral cost, and the
       patch does little to address that. Meanwhile, bold, ultra-late
       t3 marine-firebat pushes are no longer viable either, because
       the firebats, which once used to usefully soak up extra hits
       while keeping back the masses, now just steal energy that
       should've gone to t3 marines instead.
       Ions may still be viable, but only in highly coordinated games,
       where every single Terran player immediately rushes for fast
       ions and takes out a single zerg hive by the 18/19 minute mark.
       Terrans have virtually no hope of actually holding out late game
       because wall upgrades are effectively way more expensive than
       before with the absence of chem plants.
       So, what Patch 4.0 has done is essentially remove most of the
       strategic diversity that has previously existed for Terrans.
       Your only choices are to go for pure t1 play or mid game mass
       coordinated ions. This begs the question: why keep firebats or
       t2/t3 marines in the game at all at this point? Are they kept
       around so that terrans can flex against a phenomenally bad Zerg
       player?
       Remember, I don't say this because I needed t2/t3 or firebats to
       win or anything; my high win rate from last patch was largely
       due to the fact that I know how to run t1 marines competently
       and with high skill. In fact, because of how flexible and
       powerful t1 marines are, I almost invariably went for t1 marines
       in the majority of my matches.
       Moreover, has this patch actually opened up new options for
       Zerg? Remember, early/mid game t1 marine play has not changed,
       meaning the single biggest threat -- and limiting factor for
       Zerg -- has not changed either. Will a reduced beastling
       cooldown stop marine play? Absolutely not! In the past, I've had
       games where my t1 marines just straight up ignored a brutalisk
       rush and gunned down both Zerg Hives; big units like beastlings
       and brutalisks tend to overkill t1 marines, so large numbers of
       t1 marines are actually more viable against beastlings and
       brutas than t2 or t3 marines are (way more effective HP for the
       mineral cost). In practice, this means that a Zerg who builds
       beastlings is going to kill two or three more marines while I
       kill large spines anyways.
       What this all adds up to, then, is that this game has been
       significantly simplified and this patch will likely grow very
       stale very quickly. In games with competent players (not
       necessarily pro, but Z Hex regulars), Terran is stuck just
       spamming either fast ion or t1 marines as their only strats,
       while Zerg is still stuck being forced to respond to t1 marines
       with roaches. The high-level balance issues haven't been
       resolved at all (I would argue that in high level games, the
       game still will favor Terran heavily), and the gameplay
       experience is likely to be significantly worse for newer players
       who aren't skilled or experienced enough to hit t1 marine
       timings.
       -------------------Section 3: Design
       Suggestions-------------------------
       Here I will add the caveat that, ultimately, the design and
       major decisions about how the game should flow belong to the
       developer, and not me, a random high-level solo pub player.
       If the developer's vision is to produce a highly aggressive,
       streamlined, early-game focused action game with little to no
       emphasis on strategic variety or decision making, then this
       patch would be, by that standard, an excellent one. The game
       turns into "t1 marines win or lose (to roaches) by the 20 minute
       mark," with no late game to speak of. In that case, I think
       you're pretty much doomed to bleed out players over time; there
       are games that provide much better action-oriented highs.
       I am not going to offer specific gameplay tweaks and changes but
       am instead going to suggest that opening up new strategic
       options, rather than gutting old options, is a far more
       interesting way to balance games.
       ------- Section 3a: Firebats as a case study----------
       Let's look as firebats as an example.
       In the previous patch, the difficulty in handling firebats was
       that there was only one way to respond to them: getting 5-7
       damage upgrades. Firebats were absurdly effective precisely
       because of their high armor and high damage, and as a Zerg
       player you couldn't even dent them without investing a
       significant 2~3k minerals just to get your foot in the front
       door. So, firebats represented a huge cash gate: spend money on
       damage/speed upgrades, and they will never bother you again.
       Don't, and they will wipe you out.
       The approach that Patch 4.0 takes is to, essentially, remove the
       need to respond to firebats altogether. Zerg essentially no
       longer need to worry about firebats at all, as they are no
       longer very useful for tanking. If you're pushing the outer
       hatcheries, you don't need firebats to tank for your marines and
       you need the 250 gas for armory upgrades anyways. If you're
       pushing big spines, firebats take a lot of bonus damage, so you
       might as well have just spaced out your marines a little. If
       you're trying to protect your marines from roaches with
       firebats, then that's laughable because either a) you don't have
       enough firebats for a full surround on your marines, so the
       roaches just walk past your bats (who are barely doing damage
       and aren't a threat that need to be dealt with) to wipe our your
       marines, or b) you've got a full surround on your marines,
       meaning you've probably severely overspent on firebats and won't
       have enough DPS to wipe out the big spines in time.
       An alternative method of balancing out firebats would be to
       offer more strategic responses for the Zerg player (bear in mind
       that, even with newly-added responses, I think that firebats
       would still need nerfs, but to how early you can get them
       in-game mostly so as to shrink their window of viability). For
       example, the developer could have tweaked the hatchery's slowing
       cloud ability to temporarily strip away armor from firebats, or
       slow firebats to a standstill, or both; this would add extra
       micro and decision making to a Zerg player's plate, meaning that
       a Zerg player could at least mount a temporary defence against
       firebats at least until they could afford those attack upgrades.
       Or, new units or unit abilities could have been added to counter
       firebats: perhaps hydralisks could have morphed into stationary
       impalers that could greatly damage firebats from a distance (for
       a cost), again allowing Zerg to fend off early firebats. New
       unit abilities could have been added to help counter firebat
       massing strategies (with foresight); perhaps baneling spawners
       could be upgraded so that the resultant banelings are
       "fireproof," forcing Terrans to bring and micro marines
       alongside their firebats instead of braindead firebat spamming.
       -----------Section 3b: t1 marines as a case study------------
       T1 marines were largely untouched by Patch 4.0. As noted before,
       aside from roaches (and infestor + hydra works to a limited
       degree against less-skilled Terran players), there aren't good
       options for dealing with t1 marines because in order to counter
       t1 marines, the counter needs to turn marines' low HP and high
       numbers against them. Roaches do this by literally turning
       marines into more forces for the Zerg, meaning that that 50
       marine army is now a 50 roachling army in the Zerg's favor.
       The easy alternative option for countering marines is AOE
       damage. This is how infestors work against smaller t1 marine
       armies: infusing gives big spines more time to deal massive AOE
       damage. The problem is infestor-hydra alone don't do this well
       enough. So, one way to open up more strategic options for Zerg
       would be to add new ways to buff infestor-hydra-spine against t1
       marines. One way would be to buff transfuse, although I would
       take caution with this approach as buffing transfuse would also
       affect a significant number of other parts of the game. Other
       similar approaches might involve adding tankier buildings (what
       if tankling spawners could have an upgrade after armor 2 that
       increased their armor to 4 while reducing their HP a bit?) or
       improving the hatcheries' slowing cloud ability (maybe the inner
       hatcheries could be lairs that have increased cast range), all
       of which would give big spines more of a buffer to wipe out t1
       marines. Moving beyond big spines, adding a unit that deals AOE
       damage (like the fireling, which was removed) and comes online
       in time to actually soft counter t1 marines would also do the
       trick.
       As a side note, though, because terran strategic options have
       been severely limited by Patch 4.0, implementing too many new
       options for Zerg against t1 would likely throw the game out of
       balance even more --- because then terran would end up with no
       viable strategic options at all.
       ---------------Section 4:
       conclusion-----------------------------
       To summarize my issues with Patch 4.0,
       a) Patch 4.0 does not actually resolve Terran-Zerg imbalance at
       high level play because t1 marines are still powerful
       b) Patch 4.0 makes the game less complex and frankly less
       interesting due to cutting out strategic options
       c) cutting out strategic options makes this game less friendly
       to new players and, likely, more boring for veteran players in
       the long run
       d) A serious second look at design philosophy is warranted by
       all of the above
       P.S.: If you want to fix "newbies seem clueless and only turtle
       up," add an actual tutorial maybe?
       #Post#: 885--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: ZergTriumph Date: November 24, 2020, 11:13 pm
       ---------------------------------------------------------
       I agree with your major points:
       1.  The game is still heavily imbalanced against zerg to the
       point where it is essentially impossible for zerg to win against
       3 good terrans on their side.
       2.  There is a lack of strategic options.  The best strategy for
       terran is always to take every possible gas and attack the zerg
       as soon as possible. The best strategy for zerg is always to eco
       up as fast as possible and hope to survive behind big spines
       until enough good units are out.
       I like your idea about making the interior nests into lairs with
       larger blinding cloud range (and perhaps more than 3 blinding
       clouds available with faster cooldown).
       Perhaps the cost of transfuse could be lowered, and infestors
       could start with enough energy for 1 transfuse.
       Or perhaps there could be a way for zerg to actually punish
       terran early if all 3 terrans take 3 gases.  That would make the
       game worse for lobbies with noobs, but if the game were actually
       somewhat balanced and there were multiple strategies available
       for zerg, more people would play the game.  In my experience,
       players are looking for games that are balanced and require
       strategic decision making.
       #Post#: 889--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: Speed Date: November 25, 2020, 5:13 am
       ---------------------------------------------------------
       T1 = 3 damage (base) for 1 energy
       T2 = 6 damage (base) for 2 energy
       Sure there are upgrades like penetrating laser and cons1 that
       benefit T1 more than they benefit T2. Nonetheless, the
       unupgraded energy consumption is equal, and T2 is supposedly
       doing better vs. armored targets.
       I've made walls of text like this post and I won't repeat
       myself. I disagree with this and I think with chem and firebat
       being out of the game zerg is able to respond to early
       aggression a lot better than before. If you build spawners up
       front past 1st supply you are all-in in my opinion (even more so
       if you upgrade ANY spawner capacity, that indicates all-in
       play). There is a difference between "slowing" and "all-inning"
       (trying to fully push back a terran). If your all-in doesn't
       work, then I'm not suprised, and neither should you be, when you
       lose the game after lol. Try not upgrading spawners before you
       have good income, I'm gonna drop a random timing, I'm maximum
       greed player, I don't really up any spawners lol. 8Minutes, if
       you upgrade spawners before 8minutes and built any spawners up
       front past 1st supply I'd most definetely consider you all-in.
       If the terran isn't getting pushed in by your aggression it
       isn't surprising, that you lose, at all.
       Serious question; have you ever played vs. 3 slowling + full
       capacity? Was it enough to push you inside, or did you manage to
       hold on to 1 or maybe even 2 gas?
       #Post#: 893--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: Adam Date: November 25, 2020, 8:15 am
       ---------------------------------------------------------
       absolutely amazing post, but I dont agree with 1 thing - u rly
       underestimate t2, as of now roaches are in no way counter to
       them, hell I would even say primalas are strugling and about
       ultras.. well most zergs were 1 leg in the grave by the time
       they failed their way to primals so ultras arent even worth
       mentioning
       #Post#: 895--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: ZergTriumph Date: November 25, 2020, 10:10 am
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=99.msg889#msg889
       date=1606302783]
       T1 = 3 damage (base) for 1 energy
       T2 = 6 damage (base) for 2 energy
       Sure there are upgrades like penetrating laser and cons1 that
       benefit T1 more than they benefit T2. Nonetheless, the
       unupgraded energy consumption is equal, and T2 is supposedly
       doing better vs. armored targets.
       I've made walls of text like this post and I won't repeat
       myself. I disagree with this and I think with chem and firebat
       being out of the game zerg is able to respond to early
       aggression a lot better than before. If you build spawners up
       front past 1st supply you are all-in in my opinion (even more so
       if you upgrade ANY spawner capacity, that indicates all-in
       play). There is a difference between "slowing" and "all-inning"
       (trying to fully push back a terran). If your all-in doesn't
       work, then I'm not suprised, and neither should you be, when you
       lose the game after lol. Try not upgrading spawners before you
       have good income, I'm gonna drop a random timing, I'm maximum
       greed player, I don't really up any spawners lol. 8Minutes, if
       you upgrade spawners before 8minutes and built any spawners up
       front past 1st supply I'd most definetely consider you all-in.
       If the terran isn't getting pushed in by your aggression it
       isn't surprising, that you lose, at all.
       Serious question; have you ever played vs. 3 slowling + full
       capacity? Was it enough to push you inside, or did you manage to
       hold on to 1 or maybe even 2 gas?
       [/quote]
       If zerg goes straight eco against 3 aggressive terrans, they
       will run over him.  Even I was able to defeat you and spaceballs
       once when my teammates all aggressively attacked you with T1.
       Should we really have a game where there is no zerg counter to
       such a basic terran strategy?
       #Post#: 898--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: Speed Date: November 25, 2020, 10:39 am
       ---------------------------------------------------------
       Old patch. Firebats. Bruta rush. No time to slow down to survive
       T1 aggression.
       New patch. No firebat (rework). Can address early pressure now.
       Enough said.
       #Post#: 900--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: ZergTriumph Date: November 25, 2020, 11:01 am
       ---------------------------------------------------------
       We didn't use firebats.  We literally just made marines and
       killed you with power fields.  Terran can do the exact same
       thing in this patch.  There is no zerg counter to 3 aggressive
       terrans.
       #Post#: 902--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: Speed Date: November 25, 2020, 11:48 am
       ---------------------------------------------------------
       The option was there... I thought you understood that when you
       said that you are happy you don't have to play rock paper
       scissors vs. 3 terrans anymore.
       We had to rush bruts at the OPTION of firebat doom push. And
       yeah, T1 counters that surprisingly well... which isn't an issue
       to me lol. In current patch we could commit to stopping the T1
       cause the option for firebat doom push isn't there.
       #Post#: 903--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: ZergTriumph Date: November 25, 2020, 12:15 pm
       ---------------------------------------------------------
       How do you stop 3 aggressive terrans targeting down your big
       spines with T1 marines and power fields before 15 minutes?
       #Post#: 904--------------------------------------------------
       Re: First Impressions of Patch 4.0
       By: Adam Date: November 25, 2020, 1:06 pm
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=99.msg903#msg903
       date=1606328139]
       How do you stop 3 aggressive terrans targeting down your big
       spines with T1 marines and power fields before 15 minutes?
       [/quote]
       better question is how he managed to not recognize when terrans
       are pushing him with t1 and not rushing fbs xD
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