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       #Post#: 951--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: deorai037
       Date: November 27, 2020, 2:37 pm
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       I'm really not interested in more of your opinion about firebats
       since that's already clear, I'm interested in your opinions on
       adding more dimension to early game Z play.
       See so one of the advantages of solo Zerg (the huge and obvious
       disadvantage is the loss of an extra person to help micro) has
       always been that t0 Zerg spawner upgrades are essentially 50%
       cheaper because now those upgrades are shared across all Zerg
       forces. I think rewarding Z for coordinating costs together
       makes sense.
       For this reason I'm a fan of the "toggleable packed mass" idea
       Honestly, one idea that interests me is actually starting
       everyone out with a little more resources from the get go. I'm
       not entirely sure how to balance that out, but it might enable
       more interesting Z and T decisions. For example, if T started
       out with a bit more minerals, then T would maybe decide between
       rushing a fast upgraded refinery or starting up early reaper
       aggression, while Z could either choose between an extra head
       start to eco or maybe pivot into a hard hitting early
       beastling/festor low eco play.
       I think that adjusting things to allow for early beastlings
       might legit be an interesting way of changing up the game. Part
       of the reason why Z applying early pressure is such a weak
       option is because shock troopers get better when there's more
       units being tossed at someone. If you don't force someone down
       to 1 gas right away with pressure, then they'll probably be able
       to afford a handful of shocks to laugh at any amount of pressure
       you throw at them. So beastlings would hard counter shocks, but
       they wouldn't be able to put as much raw pressure as t0
       units....
       ....idk just spitballing ideas to try and make beastlings
       viable.
       #Post#: 952--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: ZergTriumph
       Date: November 27, 2020, 2:52 pm
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       Maybe lower the cost of armor 1 so zerg can get beastlings out
       early.
       #Post#: 953--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 27, 2020, 3:09 pm
       ---------------------------------------------------------
       Beastlings are... interesting... like many things zerg has they
       are almost good enough to be a nice drain / delay of push unit
       for moderate cost (both tech and supply).  What I like about
       them, after their recent respawn time buff, if you build them at
       big spine and the nearby terran has a standard forward armoy
       (outranging first small spine), the spawner will have nearly no
       idle time (beastling can have up to 2 units on the map, and
       respawn cooldown is getting off whilst 2nd beastling is still
       alive, resulting in immediate start of spawn once 1 of the 2
       active ones die. Sadly, I would say the timing at which zerg can
       afford it (without hurting themselves too much is ~12minutes,
       which is just a little bit late vs. really good terrans. I feel
       like they are almost in a good spot.
       Zerg cannot, or shouldn't be able, to seriously hurt terrans
       early (look at it this way,if a zerg can seriously damage a
       veteran like me, then how hard can they abuse a poor beginner?).
       It's all about surviving, while building economy. Roach and
       primal are primarily defensive units, roach had the power to
       snowball vs. all type of marines, no matter if T1, T2, or T3, it
       was a numbers game, but that was just due to roach being
       extremely overtuned. The first unit that can really run over
       terran is the ultralisk (games used to end on ultralisk tech
       once upon a time). Brutalisk is still kinda good due to T2 buff
       and the popularity it created, despite being a quite inefficient
       unit on paper (too supply heavy, very expensive, slow, bad
       attack animation, bad attackspeed). Kinda unrelated to current
       topic, but I'd love to see brutalisk model replaced with primal
       ultralisk for the sake of attack animation lol.
       In my opinion zerg "power" should be (further) shifted away from
       early game (nerf capacity / lock it behind armor1 ), but
       increased eco speed so anti T1 measures (speed 1, packed mass,
       infestors, beastling, roach maybe primal) are more attainable.
       1 thing zerg can do, that I've not seen anyone but Najdorf do
       (but it was meta in an older patch I didn't play), make 3-4
       hydras ~7-8 min. They will gain stacks (range) and you can kinda
       delay T1 pushes at 11-12 min, with nest's cloud and fully grown
       hydras you can be quite annoying. It's a medium investment to
       get hydras early, I've never done it myself, it can only delay,
       not stop T1 from happening. Having played against it twice, it's
       really painful. (if done well)
       I'm myself still adjusting to patch, I used a strike max (both
       zerg get 30 strikes before any other spawner for most efficient
       supply spending), I think opening strikes to force shocks is
       still a good way to play, but maxing strikes terrans will have a
       lot of energy, so it can get scary really quickly. I think I'd
       cut focus on strikes after 14 (1st supply), only make 1-2 each
       supply to spend all of it (2spire, 3 slowling 1 strike & 1spire
       6 slowling 2 strike = 45 supply) is better.
       I'm just gonna share a match, I feel like I played quite bad in
       it (and you know me, I kinda like to express my frustration xD).
       It's very close^^ terrans are quite aggressive, though more
       focused on T2 pressure rather than T1, but maybe you can learn a
       thing or 2 (just ignore how I lose my first big spine, I was
       0.000001 seconds too slow on transfusing, I'm sure xd)
       Yes, I'm aware that the game is a bit off standard game, 1 early
       leave and 1 semi-turtle.
  HTML https://drive.google.com/file/d/1YXUtp2FXNbK_AL1MndnUtkYlsOrWG1Tx/view?usp=sharing<br
       />I feel like I could have done a lot better.
       #Post#: 954--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 27, 2020, 3:16 pm
       ---------------------------------------------------------
       --- Quote from: ZergTriumph link ---
       >
       > Maybe lower the cost of armor 1 so zerg can get beastlings out
       early.
       >
       --- End Quote ---
       Zerg can already do some pretty disgusting infestor rush with
       current armor 1 cost (infestor used to be Armor 0, was locked
       behind it because of rush).
       Sadly I feel like an off-creep movement nerf for infestor is
       something that should be done. Zerg can kinda feed them without
       risk on a pressured terran, they kinda outrun marines that have
       to stutter step to take down incoming spawner units.
       It's difficult, zerg kinda needs some help, but that help must
       not allow cheeses / total invincibility by noobs / low / mid
       tier players.
       #Post#: 955--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Hecari
       Date: November 27, 2020, 5:46 pm
       ---------------------------------------------------------
       I agree with the upsetting lack of strategic diversity, and I'll
       be writing about that soon.
       One potential thing I would like to see in the game is more
       potential for spreading creep. Currently, there are precious few
       reasons to build creep tumors or nests (especially nests) to
       spread creep, and it would be interesting to see a creep
       minigame added to Zerg Hex.
       As a side note, I also enjoyed and miss sieges of turtling
       Terrans with creep, nest clouds, hydras, and spores. Nowadays
       it's much more efficient to simply sit back, eco, and buy a few
       attack upgrades instead.
       #Post#: 956--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 27, 2020, 6:05 pm
       ---------------------------------------------------------
       Strategic diversity is something that is constantly brought up,
       I'll just quickly say, if you give terrans 5 way to win, odds
       are 1 of those is "better" than the others / is easier than all
       the others or a mix of it. Guess what casual players will do?
       Yeah... play the least effort & expect to win with it.
       Zerg has a lot of diversity (if you know how to do it), it's
       just that none of their strategies truly work vs. stacked terran
       team^^. (though of course zergs will also try to stick to the
       "best" least effort way to win, currently most people just
       upgrade all spawners and hope terrans are bad lol)
       No T1 game I play is the same. (though some are similar, of
       course).
       #Post#: 957--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Hecari
       Date: November 27, 2020, 7:01 pm
       ---------------------------------------------------------
       I do not dispute that with each additional viable strategy, more
       potential imbalances are introduced. I simply think that this is
       a price worth paying for it.
       #Post#: 961--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Adam
       Date: November 28, 2020, 3:55 am
       ---------------------------------------------------------
       --- Quote from: Hecari link ---
       >
       > I do not dispute that with each additional viable strategy,
       more potential imbalances are introduced. I simply think that
       this is a price worth paying for it.
       >
       --- End Quote ---
       that is one completely true  thing- whats the point of balance
       if game is dull
       second thing is fact that funny enough this patch while killing
       strategic diversity did nothing to help balance, if nothing else
       I would say it made it even worse
       now pushing terrans have even easier time rolling over zerg with
       buffed vets and nerfed roaches as chem removal do nothing if
       enough people push
       while zerg have even easier time rolling over teams with not
       enough pushing terrans or ones too slow to put push together as
       vet-roach relation is irrelevant if people dont push and no chem
       - no way to move into late game
       so enough pushing terrans is even more problematic to deal with
       while bad/new ones are even more useless and so even more
       matches are decided already in lobby
       but hey! at least games are faster! almost no more 1h+ ones
       unless 1 side is trolling!! yea truly worthy trade off
       #Post#: 962--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Speed
       Date: November 28, 2020, 4:28 am
       ---------------------------------------------------------
       Yep, fast games are better. I can see you are sarcastic about
       that, I'm not. Long games are silly.
       I've stated my opinion many times, I hope Wmaster will not add
       anything that serves no purpose, doesn't add anything OP that
       might make new players "useful" (assuming they can even use it
       lol), because it's gonna get abused by "casuals" to solo win
       games (epic logic btw, at least consider yourself a "tryhard" if
       you want to solo a game). If something like old firebat is in
       the game, which outshines T1 and is easier to use, I will not
       bother using T1 anymore and instead abuse the "new old patch
       firebat thing" (5 words to roughly describe something lmao). Why
       would I invest effort when I can just use the "noob unit"? Makes
       the game really boring for my (zerg) opponents tbh, my T1 is
       strong (though not perfect), how insane will I be with "noob
       unit"?...
       #Post#: 963--------------------------------------------------
       Re: First Impressions of Patch 4.0
   DIR By: Adam
       Date: November 28, 2020, 4:54 am
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > Yep, fast games are better. I can see you are sarcastic about
       that, I'm not. Long games are silly.
       >
       > I've stated my opinion many times, I hope Wmaster will not add
       anything that serves no purpose, doesn't add anything OP that
       might make new players "useful" (assuming they can even use it
       lol), because it's gonna get abused by "casuals" to solo win
       games (epic logic btw, at least consider yourself a "tryhard" if
       you want to solo a game). If something like old firebat is in
       the game, which outshines T1 and is easier to use, I will not
       bother using T1 anymore and instead abuse the "new old patch
       firebat thing" (5 words to roughly describe something lmao). Why
       would I invest effort when I can just use the "noob unit"? Makes
       the game really boring for my (zerg) opponents tbh, my T1 is
       strong (though not perfect), how insane will I be with "noob
       unit"?...
       >
       --- End Quote ---
       but u are aware that no one wants old fbs(aka 10 armor not
       taking any dmg from anything) back right? I too wanted them
       nerfed (instead of being removed as they are now)
       its a lack of chem what is the problem
       (and new yard aura which is total garbage)
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