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Messages - <H3xPr0>medegood

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Balance Discussion / Re: Bunkering Is Fun
« on: November 21, 2020, 06:26:25 am »
Bunkering wont be dead, it will just be impossible late game, however early game it is even going to be harder to kill you. I am going to try to put out a guide or 2 as soon as the new patch comes out with some bunker strategies.

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Sadly i agree that Zergs will likely win 80%+ of the public games x)
I actually dont agree with this, with all of the proposed changes, sure bats will be weaker, but marines will be stronger and roaches weaker, meaning on paper terran will be stronger before.

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Builds & Guides / Multiple one gas strategies for you
« on: November 14, 2020, 08:15:31 am »
12 minute marine push.
People always seem to be surprised that you can do a 12 minute marine push off of one gas, and I have had man zergs quit when I do this.
Build is simple, 2 fruit farms, one marine, and first gas- wall around base in circle size of construction yard (include at least one gate)-construction yard-defender- pull marines and destroy rocks, build six cow farms and produce cows, and take gas inside base- upgrade gas refineries- 2 to 3 energy upgrades, advance battery- armory- stim, shattering, and as many marines as you can build before upgrades finish.

15 minute bats.
Yeah everyone knows this but incase you don't.
Build is simple, 2 fruit farms, one marine, and first gas- wall around base in circle size of construction yard (include at least one gate)-construction yard-defender- pull marines and destroy rocks, build six cow farms and produce cows, and take gas inside base- upgrade gas refineries- get upgrades and get refinery.

(I would not recommend doing this, but..)You can also do the same thing for rushing a adept into ion, elites, and ion. The beginning is always the same and all the income you need is just 4 fruit farms with 12 cow farms with both gas income upgrades. (Will get you to about 450 mineral income ish.) Just remember that if you are rushing adept or ion to support your teammates when they are pushing, and as a general rule dont build more than one adept before ioning.

Generally its better to push out and take 3 gasses, because it helps your teammates, but if your teammates are bad, you have bad latency, or you feel like your going to get focused these early game, these can be good builds.

Hope this help some people :)

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Balance Discussion / Re: Very early terran leaving penalty is too severe
« on: November 13, 2020, 05:49:16 am »
I disagree with this, someone leaving early should take and make it so that the terran can still win, otherwise there will be a lot of games where everyone just quit after one person leaves

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Balance Discussion / Re: What if were thinking bout it all wrong
« on: November 12, 2020, 08:02:04 am »
This wasn't meant to replace the upgrades, it was suppose to be a last resort if you didn't have the money to buy the upgrades, for example a omega would automatically spawn in the middle of the map at the 1:00:00 mark, and at 15 minutes if you din't have armor one already you would bet armor one without having to pay for it. There has been a lot of games which I played in where I have been able to stabilize on roaches against good players, but I am never have the money to buy more armor. With this if you were to survive to lets say the 35:00 mark you without buying armor 3 you would then get armor 3 for free and be able to automatically spend the 4300 that you would have spent on armor 3 on primals, at the downside of there going to be late and not as effective as if you bought armor 3 at the 25 minute mark.

I absolutely agree removing apm from the zerg is a bad idea, this would just make it so turtling becomes a last resort of supporting the other players with energy and ions rather than building 30 adepts because if you leave zerg alone long enough he will eventually be able to get brutas at like the 55:00 minute mark without buying armor and with free omegas at the 1:00:00 mark it becomes near impossible to push and stay alive meaning that you would have to push to end before the 50:00 mark.

In the simplest of terms this makes it so that if your crippled early on, but are able to stay alive with a worse eco at which lets say you don't have the money to buy armor 3 and get primals, if you manage to live long enough only using roaches you will be able to get primals for free at a later time that you usually would. Maybe this makes more sense?

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Balance Discussion / Maybe cap the amount of bats able to be made???
« on: November 11, 2020, 11:35:37 pm »
What if there was a max amount of bats you could make, like 10? If that were the case you would only be able to use them to harass and tank damage for your marines but wouldn't be able to end the game with them.

I am just going to keep throwing out random ideas, maybe one of them will be good.

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Balance Discussion / Re: What if were thinking bout it all wrong
« on: November 11, 2020, 11:14:29 pm »
So yeah, I did not explain my idea well, that was not what i meant oh well.

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Balance Discussion / Re: What if were thinking bout it all wrong
« on: November 10, 2020, 10:56:10 pm »
I forgot to say the the automatic upgrades wouldn't replace the upgrades they would only be the last resort if you don't have the money to get them before hand.

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Balance Discussion / What if were thinking bout it all wrong
« on: November 10, 2020, 10:54:47 pm »
This may be long, but hear me out.

I have seen a lot of talk on this forum about balancing units, and how turtling should be nerfed, but what if instead of changing things for terran we change things for zerg.

One of the main problem right now is that 3 good terrans can attack early crimple the zergs eco, and from that point on the game is lost and the terrans can just sit back and turtle till they ion or have a huge army because the zerg doesn't have the money to deal with them.

Another thing, that a lot of people dont like is the firebats. The main problem with firebats is not when they come out, it is how much damage they can do to the zergs eco, and the fact that 50 of them can kill zerg. A simple fix to keep firbats from being broken would just be to limit the amount of them able to be made to like 10 which would make it so a 30 minute 50 bat push from one gass wouldn't happen.

However the one thing I haven't addressed is the turtling problem. People will (as I mentioned above) take and do damage early and then turtle and zerg wouldn't me able to do anything about it. What if we were to take and make it so that the zerg autimaticly started getting upgrades at certain times, like for example armor 1 at 15:00 and armor 2 at 25:00 and so fourth with like speed 1 at 22:00 and maybe attack 1 at 20:00 attack 2 25:00 and so on and maybe free omegas at the one hour mark??? Maybe terrans couldn't turtle forever.

This would make it so that even a zerg that doent have the money for upgrades, but he can defend long enough, he can eventually get the stuff he needs to win makeing it so that the terran has to push or rain down ions, (not build a army of adepts) to win.

Hopefully my thought are clear, and maybe my ideas are bad, but I would love to hear your thoughts on something like this

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Balance Discussion / Re: Buff for unused zergunits
« on: November 10, 2020, 10:08:48 pm »
As far as your unit upgrades go, i do like them, and i do think the beastling needs a rework. However, the baneling is just fine the way it is, and the only upgrade that could really be given to it would be a buff while on creep so that is better counters bat pushes, which it already does decently.

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New Ideas / A way to keep from to much lag
« on: November 09, 2020, 06:42:17 pm »
I have been thinking that putting a cap on the amount of units zerg is allowed to have out on the map would be a good thing. The way it would work would be there would be a max number of units lets say 500 for this example, and then every unit after that a unit that spawns would despawn a less powerful unit.

Example, there are a ton of slowling spawners to the point where there are 500 slowings on the map, and the zerg just got roaches, as soon as a roach come out it would despawn a slowling.

Don't know weather this is a good idea or not, or even if it would be possible, but I would love to hear feedback on the idea.

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