1
Balance Discussion / Re: Community Version Balance Feedback
« on: December 02, 2021, 08:32:37 pm »
You can join my discord and download the mapfiles.
Thank you Ink!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
You can join my discord and download the mapfiles.
You can see that after the fourth supply strikelings start being cheaper compared to zerglings, becuase they cost one less supply and that difference will only grow with time.
- Reduce omega cocoon time from 2 min to 30 seconds. There is no counter to ion in the game. Even this way, it's a hard game for Z but he has a chance.
- Add "Wall breaker" upgrade for Z. Double the damage vs walls. Requires armor 5. This is just for late game. Even Z attack 50 (maxed) will not pass level 18 walls on terran. Z doesn't really have options except omega. But you can't omega 6 players. Make it cost like 10k minerals. So it's not a rush thing.
- Make mineral containers give more minerals. It's still more effective to add spanwers + mineral extractors. So efficient Z do that. This creates massive lag late game.
Should we discuss whether early leaver penalty needs change? The argument about letting Terrans play ought to apply to Z as well.
Zerg is to weak in this version. Capacity lock is a significant nerf. Even in vanilla the zerg is at disadvantage. In this one is even more.
I guess is a nice map if you play terran.
I disagree. I can only talk for myself, but I usually always start with extractor and no cap for like 2-3 supplies anyways.
The reason for that is, you cannot really deny 3 gas from good terrans. you can try, but in the end, he will get it anyways and you are more behind than the terran.
Also imo it is rude to deny a terran to play the game. (if he is maybe the only good one and you therefore are allowed to commit more to him)
Just make sure terrans won't get additional gasses. For Benchmark 1k@7m, 2k@11-12m, 3k@15m and you are fine
That's your style - and in my opinion the wrong strategy. An agressive start denies gases from 2 terrans (mid and one side). You can go eco mode after first ov. Both terrans fall like 4-5 min behind. Yes, they will get 3 gases after some time but they won't be able to push you under min 15. if you start with extractor , 3 good terrans will get 3+ gases early wipe you out in min 15. Even with roaches.
As benchmark you get 1.3k min10, 2.4k min 15, 4.5k min 20. Usually you get infestors @min12 for the side you don't deny. At min 18 you have primals which deals with all pushes before elites. Generally, under min 18 only the side that wasn't denied pushes.
It doesn't matter how much eco you have - it only matter you eco in relation with terrans. If 3 terrans push you with elites in min 24, it doesn't matter what eco you have. You are dead.
With this map you cannot deny terran expansion for like 5 minutes. By then, a good terran is on 5-6 gases and full walled. GL pushing into that. With 5 gases, terran gets elites in min 25, with 6 gases on min 22. Even if you get brutas, you need massive amounts to counter a single terran, let alone 2 or 3. I played this map 3 times (as terran always). It was super easy to expand. At min 15 I pushed with vets and cleared all 3 sides. At min 21 his hive fell. This was a Z with 100+ games.
Z is strong the first 3 minutes. Yes, you lose eco if you play aggressively, but terrans will lose much more. It's a good trade. The capacity lock on this map removes this option. The only thing you have left is to go full eco and pray terrans are afk in base first 20 minutes and don't take the side gases.
PS: I have 88% winrate as zerg with 200+ games. Even for me, the capacity nerf is to big to bother as zerg.
I could imagine to make A1 some cheaper. Reducing the cost from 800 to 500 would help alot in that regard. What do you think?
what about this?Code: [Select]Uploaded to KR
Reduced Armor 1 Cost 800 -> 500
Changed push priority in favour of Infestor.
Moved some tumors by 1 tile.
Reduced Defender push priority by 1.
I could imagine to make A1 some cheaper. Reducing the cost from 800 to 500 would help alot in that regard. What do you think?
what about this?Code: [Select]Uploaded to KR
Reduced Armor 1 Cost 800 -> 500
Changed push priority in favour of Infestor.
Moved some tumors by 1 tile.
Reduced Defender push priority by 1.