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Messages - bossypalladin

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1
Recent Patch Notes / Re: Patch Notes 4.4
« on: December 17, 2021, 02:13:35 pm »

  • Fixed Torralisk dealing double damage to primary target.


This isn't a fix.  Torra is supposed to do double damage.  You just made it easy af for terrans to turtle.

2
New Ideas / Decrease building time for zerg spawners
« on: December 17, 2021, 02:08:11 pm »
Roach spawners take 40 seconds to morph.

Bruta spawners take 50 seconds to morph.

This makes it hard for zerg to react to terran pushes and generally slows down zerg when they need to be massing up.  Why not decrease the morphing time for spawners after Armor 1 or Armor 2 to 5 or 10 seconds?

Also decrease cooldown on torras.  150 seconds is ridiculous.

3
New Ideas / Indestructible rocks with timer to protect middle terran
« on: December 14, 2021, 04:43:33 pm »
One way to protect middle terran from early zerg F2s is to seal off two of the three gaps in their base with indestructible rocks with a timer that will destroy the rocks after a certain time (2 or 3 minutes).  Then middle terran would only have to defend one gap while getting their base in position to be defensible after the rocks destruct.

4
Balance Discussion / Re: Community Version Balance Feedback
« on: July 29, 2021, 04:40:49 am »
I like the unique flavor of Community Version as it is - zerg is weaker early but ecos up faster.  Capacity definitely should not be brought back before Armor 1.

I also like the idea of zerg becoming ever more powerful as the game goes on.  But currently there's a point where zerg stalls out in the lategame if multiple terrans are turtled with full gens.  They can easily win with ion and there's little zerg can do. I agree with the suggestion to allow zerg to have unlimited omegas.  It would make zerg truly OP lategame and force terrans to actually try to push instead of relying on ion from the beginning.

Also, bring back the old tank. The new tank is terrible.  It costs way too much for terran to counter spores with the new tank.

5
Miscellaneous / I tried
« on: May 25, 2021, 08:04:08 pm »
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New Ideas / Treat upgrading capacity as building a spawner
« on: April 22, 2021, 04:33:11 am »
A big problem for zerg is space.  There is not enough space to build the myriad spawners needed to keep eco balanced, and mineral containers take up even more space than a spawner.

So why not treat upgrading capacity as building a new spawner? Make it cost the same as the original spawner, plus 20 for the drone that would otherwise be needed.  It would cost the same amount of supply as a new spawner and give the same income as a new spawner.

To compensate for the loss of supply-free capacity upgrades, Wmaster could incorporate Najdorf's suggestion to have a single upgrade that would upgrade capacity on all spawners, but this upgrade wouldn't affect supply/income.

This would make zergs think hard before upgrading a front line spawner, and make it a big risk that will cost them double the income loss if they don't succeed in preventing the terrans from pushing.

7
Builds & Guides / Re: Zerg Economy 101
« on: April 20, 2021, 08:05:48 pm »
Regarding the mineral numbers indicated by the blue/gold symbols on the extractor, while you still have strikeling supply, you need to add the number of team extractors to the gold number to get the income from making equivalent supply of strikelings vs an extractor.  The team starts out with 12 extractors and should be adding on average 3 extractors per supply (combined), so the blue number should be significantly higher than the gold number during the "build strikelings" phase of the game.

8
Miscellaneous / Which server is worse?
« on: April 16, 2021, 02:38:02 am »
I thought NA was bad, but the terrans on EU are absolutely clueless.  I can remember maybe one game where terran actually won on EU.  Maybe I'm playing at the wrong time of day on EU.  When are the good terrans on EU?

9
Balance Discussion / Re: Zerg way to weak, hard unbalanced
« on: April 16, 2021, 12:27:34 am »
I have play enough zerg and can conclude with confidence that terran is more favor than zerg.  A stack lobby full of terrans who can take the initial 3 gas will win 95% of the time.

I hate to say it, but you can determine if you win or lose usually within the first 30 secs if you're zerg depending on the terran lobby.  What I fail to understand is all the whining I hear is nerfing zerg aggression.  If anything, zerg needs a buff.  While i agree capacity in the early stages hurts your eco pretty bad, but going toe to toe on eco vs terran will result in death especially when they secured a outside geyser. 

the build i use is agression on 1 side and mass slowing on the other while hydra defends the rest.  purgatory and laggatory is the only way to win.

scdpride - Please read this thread about zerg economy.  It will help you out a lot:

https://zerghex.createaforum.com/builds-guides/zerg-economy-101/msg2074/#msg2074

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Builds & Guides / Zerg Economy 101
« on: April 16, 2021, 12:20:59 am »
A lot of players do not understand how zerg economy works so I will try to spell it out very clearly in this thread, which they can be referred to.

A zerg player's income is the product of (1) that player's number of extractors and (2) the total number of spawners of both zerg players.  In addition, a zerg player receives 30 minerals per minute per extractor and 80 minerals per minute from that player's hive.

Thus, building extractors increases your own income, but not the income of your teammate.  But building spawners increases the income of both you and your teammate.

Your goal as zerg should always be to maximize the team's income, not your own individual income.

There is a very simple visual guide in the game that you can check to see what will maximize your team's income.  Click on an extractor and hover over the blue and gold mineral symbols in the bottom right of your screen. Hovering over the blue symbol will show you how many minerals you will get from building an extractor:

[ Guests cannot view attachments ]

The bottom number shows you the income you will get by making an extractor: 54 minerals per minute.

To see how much the team will get from making spawners, hover over the gold symbol:

[ Guests cannot view attachments ]

The number at the bottom shows you how much income the team will get from making 4 spawners: 48 minerals per minute. 

Generally, you want to keep the blue and gold bottom numbers close to even, but never let the gold number get higher than the blue number. If the gold number is higher than the blue number, it means you or your teammate made too many extractors.

By keeping the number of extractors and spawners in balance, you will maximize the team's income, which will pay off over time and is the only way to kill terrans lategame.

11
Balance Discussion / Re: Zerg way to weak, hard unbalanced
« on: April 15, 2021, 11:27:14 pm »
I have play enough zerg and can conclude with confidence that terran is more favor than zerg.  A stack lobby full of terrans who can take the initial 3 gas will win 95% of the time.

I hate to say it, but you can determine if you win or lose usually within the first 30 secs if you're zerg depending on the terran lobby.  What I fail to understand is all the whining I hear is nerfing zerg aggression.  If anything, zerg needs a buff.  While i agree capacity in the early stages hurts your eco pretty bad, but going toe to toe on eco vs terran will result in death especially when they secured a outside geyser. 

the build i use is agression on 1 side and mass slowing on the other while hydra defends the rest.  purgatory and laggatory is the only way to win.

LOL you don't even understand how zerg economy works.  You literally think that making as many extractors as possible is the best way to grow your economy, and that your teammate isn't as good because you "have more income" than them.  Despite me explaining it to you 5 **** times during the game.


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