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       #Post#: 906--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 25, 2020, 1:53 pm
       ---------------------------------------------------------
       --- Quote from: ZergTriumph link ---
       >
       > How do you stop 3 aggressive terrans targeting down your big
       spines with T1 marines and power fields before 15 minutes?
       >
       --- End Quote ---
       Upgrade packed mass, upgrade some capacity as soon as terran
       advances from their armory (this requires you to pay a fair
       amount attention). Depending on income you can also afford Speed
       1 maybe. All of these things help drain energy, and depending on
       your armor 1 timing you might have your first transfuses ready.
       Does that defend any amount of terran aggression? Of course not.
       A really strong terran will probably kill you, but the amount of
       mechanics terran requires make at least 80% of players kinda
       weak and delay them a lot. Just look how long most people need
       to clears nests... often longer than 15 minutes^^. The amount of
       terrans that can assault a big spine along with good eco at
       ~13min is extremely low (Adam can kill a big spine at 13min, but
       his mineral inc is 200 when he has 2 extra ref and low
       pressure^^).
       I usually skip power  field for 12:30 minute kills. I've taken
       big spines before researching shattering (though one time it was
       an accident lmao). Stuff like that is rare though.
       Should there be balancing around it? Yeah, a tiny amount of help
       for zerg wouldn't be too horrible, when facing really good
       terrans, but when they face mediocre player those will have
       little chance then. With how 4.0 has hit, I get complains from
       multiple sources complaining about this:
       -Removal of chem
       -Removal of firebat
       -OP terran
       -OP zerg
       -T1 too strong
       -T2 too strong
       -Bunker too weak
       -Patch is shit in general, why do you support this?
       I can't even really extract the main issue of these people,
       cause how can zerg be OP and terran, too? Opinions about patch
       are split, some think it's good, some think it's bad, Team 1 is
       OP, Team 2 is op...
       You made a good deal when both sides are unhappy -From some
       movie / book I cannot remember specifically.
       #Post#: 910--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: ZergTriumph
       Date: November 25, 2020, 9:23 pm
       ---------------------------------------------------------
       Having seen some of the best players in action today, it seems
       like zerg should be more aggressive and take a low eco build,
       since they don't need a colossal economy to break terran turtle
       at the end of the game anymore. Not upgrading spawners, but
       making more slowlings early and upfront to slow down the best
       terrans in the game.  But this also requires a lot of micro that
       I and a lot of other players don't have.
       #Post#: 911--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 26, 2020, 4:54 am
       ---------------------------------------------------------
       You can definetely build some spawners up front, especially the
       first ones (starting supply and 1st supply, MAYBE 2nd) will be
       there for a long time and it will not be a massive hit to you
       when cleared. I still play full eco zerg this patch early game,
       however with easy max walls and firebats not being an option
       anymore, I'm not against teching into roach / primal / ultra
       before maxing tech and going into brutalisks + infestor units.
       What unit is teched into depends on income and preference, I
       think each unit might be somewhat viable (though some more than
       others), even primals were good once you had a decent amount
       (2-3 or more supplies) and dropped the upgrade... especially
       when defending. That type of committment would have made it easy
       for terrans in last patch to just camp / doom push with mass
       firebat, this patch they need to kill you (which is possible).
       With veterans being cheaper and having improved shatter dmg, I
       feel like brutalisk is still the ultimate goal sadly. ( that
       unit is horribly inefficient, but 7 armor is just so perfect vs.
       veterans^^).
       #Post#: 918--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: deorai037
       Date: November 26, 2020, 2:37 pm
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > 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?
       >
       --- End Quote ---
       If you're asking me and if I'm understanding you correctly (+3
       slowling spawners on my base, and all spawners are upgraded),
       then no, I'll usually hold on to at least 2, if not all 3 gas
       (although the third gas will usually end up delayed in that
       case), unless the Zerg opens with two waves of F2 on me. +6
       slowling spawners + upgrades on all or most spawners will push
       me back in to base though, unless I anticipate this all-in level
       of pressure and focus on securing just one gas from the get go
       (a.k.a., I'm the only Terran in a lobby with a winrate above 40%
       or something, although I'm less inclined to stick around for
       those games now that I know about the "leave before 2:10 for rm
       doesn't count" thing). For obvious reasons, literally any player
       of above average or high skill usually has decent enough energy
       management and micro skill to hold against high levels of
       pressure, if only to create space for other teammates.
       "Upgrade packed mass, upgrade some capacity as soon as terran
       advances from their armory (this requires you to pay a fair
       amount attention). Depending on income you can also afford Speed
       1 maybe. All of these things help drain energy, and depending on
       your armor 1 timing you might have your first transfuses ready."
       Packed mass without speed 1? That's literally begging for a
       terran player to just.... ignore your slowlings and run straight
       for the spine. Sure, the Terran will maybe lose a few more
       marines, but they can just re-build those, while you can't
       rebuild your big spine.
       As far as the vet buffs vs primals go, the thing was.... primals
       weren't that big of an issue in the first place, and I think
       that nerfing them with the upgrade to vets means that Zerg
       becomes even wonkier as far as tiers go. Prior to Patch 4.0, the
       only thing I'd really use primals for was their high base damage
       vs bat-heavy terrans, and only as a last resort if upgraded
       strykelings + infusions wouldn't do the trick. They were already
       not that great against vets and not that great against t1 +
       power field either, unless you built them in such massive
       numbers that your eco was completely in ruins, leaving any
       player who was teching up to elites ready to wipe the floor with
       you. It was usually more worthwhile to go straight from roaches
       into brutas while maintaining as high an eco as possible, and
       this only solidifies this thought (since going for primals will
       only slow down reaching brutas).
       And again, primals assumes you survived t1 pushes, and if you
       survived the t1 pushes as a Zerg, you were likely already in a
       good position to wipe out at least one or two terrans on your
       half of the map and leave the last one unable to push.
       With regards to your statement about "how can both Terran and
       Zerg be OP at the same time?" I think that Patch 4.0 will only
       end up exacerbating the balance issue that already existed in
       the previous patch: namely, that Terran remains OP at a high
       level, but Zerg is strong against lower level players.
       First, for high skill players who know how to push aggressively
       with t1s, t1 has become stronger. Roaches are weaker, meaning
       the one real counter to t1s is now nerfed. The existing
       high-level balance issue - namely, that 3 high skill terrans on
       the same side of the map will wipe the floor with literally any
       Zerg player using aggressive t1 pushes - has only been made
       worse; at a high level, Terran remains OP.
       For above average, average, and lower skill Terran players (who
       constitute the vast majority of the playerbase), Terran lategame
       has essentially been deleted. Maybe you've never seen a truly
       average-skill-vs-average-skill game before, especially since
       every time I've seen you play, it was with a clanmate or two.
       I'm not saying you're not skilled in your own right, Speed,
       because you are, but if you throw in a high skill player and an
       above average player onto the Terran team, it's no longer an
       average-skill-vs-average-skill game, but a wholly different
       experience. But for average Terrans, they usually only win
       because Zerg does not know how to eco, and so they are able to
       win in the late game by outpacing Zerg eco. Against most average
       Terran players, pure eco zerg works amazingly well (if there are
       no high skill players on my half of the map and I'm Zerg, eco
       Zerg is a snoozefest that auto-wins), because pure eco zerg
       doesn't need to face its single biggest threat of early t1 push
       (by the time significant numbers of vets or elites come out,
       pure eco zerg is like "lol I have brutas and can afford attack
       upgrades").
       The relative improvement to Zerg lategame that tilts the game
       severely in the Zerg's favor in average and low skill games does
       not help out Zerg in high skill games, because the Terran eco
       needed for t1 pushes is not changed at all; Zerg never sees that
       buff in the first place.
       So what's left for the average player in this patch? If an
       average player is now even more likely to die to a single,
       high-skilled, high-aggression t1 Terran player, and is even less
       likely to be useful when on Terran, then average players are
       slowly going to end up bleeding out of the playerbase. Perhaps
       some people might think "good riddance, no more noobs," but that
       just means the community will shrink and die off more quickly
       because you won't get new players anymore, and for any online
       community, old players slowly bleed out over time due to, well,
       life.
       As a side note, a pithy statement like "You made a good deal
       when both sides are unhappy -From some movie / book I cannot
       remember specifically." is honestly pretty stupid. It's easy to
       make a patch or piece of content that pisses everyone off. Just
       ask Disney about the live-action Mulan remake. It's
       substantially harder to balance a game that is both engaging,
       rewarding, and tightly balanced at a high level, but still is
       fun to play and "feels" fair enough at a lower level. This patch
       hasn't done much for either cause, I think; it's mostly just
       sped up the pace of the game by cutting out the lategame (either
       for Z or for T, depending on skill level) altogether.
       To be honest, if all that you wanted to see happen was to see
       the pace of the game sped up, then the best option would be to
       do what Blizzard did between Heart of the Swarm and Legacy of
       the Void: just give everyone on both sides more resources to
       start with and tweak it from there so that everyone hits
       mid/late game faster, rather than just deleting late game and
       variable strategies altogether and calling it a day.
       #Post#: 921--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 26, 2020, 3:18 pm
       ---------------------------------------------------------
       I've already said this, without the threats of late game
       (firebat + bunker), T1 is indirectly nerfed. Zerg can respond.
       You make primals vs. T1, if you don't have the eco for that...
       guess roach / transfuse and if terrans break that, well then
       they had too much skill I guess.
       Is T1 OP? Yes, in the right hands (what wouldn't be op? Mass
       reaper vs. roach I guess).
       If you balance T1 around players like me, how is terran ever
       gonna win? Tons of people (check EU reviews /s ) already
       complain it is unwinnable for T (granted there is people saying
       Z is OP, too, I've already told you this). Give back firebat? I
       swear to god, if T1 is nerfed and firebat is back, I will not T1
       anymore and you'd wish I did lmao.
       AFK bunker / firebat is definetely not something I want to see
       coming back. I played enough of those boring games.
       Najdorf suggested a nerf on penetrating laser cost (250 --> 300)
       to slow down T1, but even in this patch there are builds that go
       straight veteran (no penetrating laser needed), so while it
       would slow down T1 it would kinda encourage skipping T1 entirely
       in favour of T2 (and that probably isn't good design tbh).
       I barely won a game as zerg vs. 3 aggressive terrans that kinda
       knew what they were doing 2 terrans that didn't really know what
       they were doing, but pushed anyways. 6th terran insta left at
       start. Was a fun game, terran could have won, but ultimately
       lacking communication made it possible to defend their last
       really scary push and end game in my favour. Ultra and bruta
       tech used.^^
       #Post#: 923--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: ZergTriumph
       Date: November 26, 2020, 10:19 pm
       ---------------------------------------------------------
       There should really just be a separate mode where zerg is
       balanced against 3 good terrans so dedicated players can choose
       that mode when they have a stacked lobby.  Right now the game is
       either:
       1.  Terran has a bunch of noobs = zerg wins
       2.  Terran has at least 4 good players = terran wins
       #Post#: 926--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: deorai037
       Date: November 27, 2020, 1:37 am
       ---------------------------------------------------------
       All of the solutions you've framed have been looking at things
       from the Terran POV, but my big concern is giving Zerg more
       tools and options to actually respond to or slow down the
       progression of T1. As a side note, no, primals are not a counter
       to t1, because they don't come out in time to actually wipe the
       floor with t1s (unless you count "I am desperately trying to
       hold high ground hive" as "coming out in time").
       In the first 15 minutes, Zerg is stuck in a really, really
       delicate tradeoff. You (Speed) dismiss early aggression from
       Zerg, and I don't disagree; against two skilled enough Terran
       players, aggression only delays roaches, which means
       sufficiently high skill t1 players will wipe you out by the 20
       minute mark (against above-average or average skill players,
       early aggression can pay off amazingly as you can often deny
       multiple gases, setting back the Terran tech/eco way further
       than Zerg tech/eco is). The problem is, hard eco (until
       roach).... doesn't really work either. Again, I'm talking about
       high skill games; if the Terrans aren't poking away at or
       ripping through your big spines by the 15/16 minute mark with
       t1s (exceptions will always be made for whatever Najdorf is
       deciding to do for timings, because you know, I know, Najdorf is
       something else), then those Terrans are probably only above
       average or average skill.
       Again, I think the issue is that Zerg just doesn't really have
       any useful tools to help slow down the progression of t1
       upgrades aside from "hope the Terran micro isn't good enough to
       handle a few extra spawners." There isn't really anything that
       rewards Zerg micro early on, which means that a Terran and a
       Zerg of roughly equal micro skill will have vastly different
       payoffs for micro. You could rush infestors and proceed to lose
       due to their high early cost, or you could mass creepers....only
       for them to run into early walls or get wiped out by a shock
       trooper.
       Ideally, I think that just giving Zerg more options to delay
       terran t1 upgrades through a mix of micro and team coordination
       might make Zerg actually stand a chance against multiple high
       skill Terrans. I think mixing these options, too, might make for
       a better playstyle.
       One idea would be to increase the cost of Zerg t0 upgrades, but
       make them shared between both teammates. Right now, buying any
       t0 upgrades (packed mass, ferocity, banklings) early on tends to
       be straight up suicide for zerg because of how far it sets back
       the Zerg eco. For eco-heavy zerg builds, I think it'd be better
       if you could split the cost of a more expensive packed mass or
       ferocity with your teammate, and coordinate between the two of
       you.
       Another idea, which would give Zerg more of a micro-heavy
       option, would be to re-imagine the place of the beastling. Right
       now, the beastling occupies an awkward timing in the game where
       by the time you can afford armor 1 without breaking the bank,
       beastlings are irrelevant, because the Terran players already
       have enough firepower to just shoot a beastling to death without
       very many issues. So, my thought is, what if you could build
       beastlings earlier in the game? You'd have to tweak them a lot,
       but an adjusted beastling that, with micro, could successfully
       deny or delay one of the Terrans' gases would improve Zerg's
       ability to delay t1 marines without needing to directly nerf the
       marines themselves. Imagine if armor 1 was cheaper, and you
       could actually build a beastling spawner by the 3 minute mark
       without having absolute garbage Zerg eco. That beastling, if
       microed correctly might deny a gas from a terran player for a
       few minutes, buying you just enough time to squeeze out roaches
       later and force the terran to transition to t2. Maybe the
       beastling could be a unit that hits very fast but surprisingly
       low (and its damage doesn't scale very well with upgrades),
       making it good for taking out unupgraded walls; so, a Terran
       player would have to choose between ramping up enough DPS to
       keep beastlings away from walls altogether, or spend money on
       fortification 1, which would significantly delay any further
       tech/eco early on.
       In other words, it'd be nicer to have a slightly weaker
       beastling early on, than the current beastling later on.
       I'm just spitballing ideas, of course. There's huge chunks of
       the Zerg and Terran tech trees in Zerg Hex that just don't see
       much use because they're just not viable in most contexts, and I
       don't think that "let's just chop things out until Zerg Hex has
       been reverted to Patch 2.0" is the right way to go; I think
       that, for the most part, the potential tools that would
       meaningfully re-balance the game are already there.
       And, as far as firebat goes, I think the old firebat did have a
       place in the game, it just wasn't in the right place. It clearly
       came out too early, and as a result was too powerful at those
       early moments. Maybe they should've been more expensive (in
       terms of mineral cost) but retained their raw power otherwise;
       hard to mass 50 firebats if they cost 70~80 minerals apiece
       (since functionally they were a bit above t2 in strength). Late
       game firebats, paired with t3 marines, made for a really cool
       looking endgame army. Firebats and t3 marines pushing into wave
       after wave of brutas, every second hoping that the next infused
       or torra doesn't turn that deathball of Terran into a deathball
       of roaches, those were by far some of the most intense games I'd
       ever had. Far more intense than steamrolling average or
       above-average Zerg players with t1 marines for the 300th time,
       or watching those same players wise up and focus me into
       oblivion while having to watch teammates take their sweet time
       to slowly choke out an overspent zerg.
       #Post#: 927--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: baZzZ
       Date: November 27, 2020, 1:42 am
       ---------------------------------------------------------
       Can't just agree more. Awesome post, pointed out every detail.
       Honor to you. And zerg was also able to win against fb ( no I
       don't need them back ), but maybe some experienced players are
       scared getting their a** spanked by mid/low tier players?! :D
       #Post#: 929--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Wricez
       Date: November 27, 2020, 6:50 am
       ---------------------------------------------------------
       --- Quote from: deorai037 link ---
       >
       >
       > And, as far as firebat goes, I think the old firebat did have
       a place in the game, it just wasn't in the right place. It
       clearly came out too early, and as a result was too powerful at
       those early moments. Maybe they should've been more expensive
       (in terms of mineral cost) but retained their raw power
       otherwise; hard to mass 50 firebats if they cost 70~80 minerals
       apiece (since functionally they were a bit above t2 in
       strength). Late game firebats, paired with t3 marines, made for
       a really cool looking endgame army. Firebats and t3 marines
       pushing into wave after wave of brutas, every second hoping that
       the next infused or torra doesn't turn that deathball of Terran
       into a deathball of roaches, those were by far some of the most
       intense games I'd ever had. Far more intense than steamrolling
       average or above-average Zerg players with t1 marines for the
       300th time, or watching those same players wise up and focus me
       into oblivion while having to watch teammates take their sweet
       time to slowly choke out an overspent zerg.
       >
       --- End Quote ---
       I agree, bats do have a place but they just came out way too
       early, worst thing when playing zerg is focusing 2 of the
       terrans and then the other terran wiping u out with 12min bats.
       Due to this issue in previous patches I started only building at
       big spine as otherwise me and my ally zerg would lose all our
       eco to the bats after spawners were wiped. As of now the
       firebats are a waste of money as if you're going t2 then why
       would you make a 5 dmg firebat instead of veterans, this just
       makes them a noob trap for new players. The games I enjoyed the
       most has got to be the terran death ball push at 35 min with 60
       elites and 30 bats to wipe out the zerg, nothing as satisfying
       as this. In the current games its rare for a game to go over 25
       mins (either zerg has rushed brutas vs new players or terrans
       have cleared map of all zerg spawners and camping high ground
       with transfuses for big spines as last ditch effort). I want
       diversity back in to the game as after 4 days of playing the
       same exact style i have gotten bored. Ive adjusted to the
       changes and reverted to how i used to play (low eco ~ 500
       mineral vet pushes = end game, if game doesn't end most likely
       lose)
       #Post#: 930--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 27, 2020, 7:08 am
       ---------------------------------------------------------
       Yes, bring back firebats please, I cannot wait to whoop some
       asses of low / mid / high tier zerg with 70 bats ~25-30min.
       Definetely it was a great, diverse strategy opposed to the
       boring T1 that got eaten up by roach. Please please bring it
       back Wmaster...
       Obligatory, since this is the internet and humans tend to be
       fucking stpuid (I must know, I'm stupid myself), this post is
       sarcastic, maybe even satirical, I've stated my serious opinion
       time and time before.
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