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Messages - ICEBear

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Balance Discussion / Re: the new patch didnt fix hydra being op.
« on: February 26, 2021, 10:09:14 pm »
Hydras is the only tool to slow down t1 push right now, they are ok as they are right now. Plus, if you are talking about balance, one good terran is not supposed to solo a zerg no matter how good he is.

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Recent Patch Notes / Re: Patch Notes 4.7
« on: February 12, 2021, 03:34:12 am »
Tank:
Prerequisite(500/850) = Construction Yard(50/100) + Fortification 1(0/140) + Fortification 2(0/150) + Fortification 3(0/160) + Plasma Cannons (50/200) + Siege tank (400/100)
Mineral/gas/energy per shot (650/75/12000) = 2 modulate(200/50/4000) + plasma cannon(250/25/4000)
damage:300
cooldown:180s

Stasis Cannon:
Prerequisite(50/100) = Tech lab(50/100)
Mineral/gas/energy per shot (0/0/4000) = 4 charges(0/0/1000)
damage:900
cooldown:5s

 :D

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New Ideas / Re: Zerg Patch (4.7??)
« on: January 22, 2021, 02:44:39 am »
i was thinking more in terms of the total gas collected from three terrans combined at certain time points in the game where zerg may need a boost to remain competitive. so say three terrans manage to collect gas from 4+ gysers and have collected x amount of gas by the 10 minute mark, zerg only has x eco, then give a boost in anticipation of the impending terran push. or give extra supply. whatever it is, zerg needs something other than inexperienced players to remain competitive in the game.

Conversely, if there are terrans that are inexperienced and don't collect x amount of gas by x point in time, then no boost.

It's a suggestion that could use community input, so bring on the triple face palms.

There's also the spire sharing that may be more beneficial to helping boost zerg eco. that might be too strong in the early game but that could be adjusted.

 :( If zerg just mass spawners and delay or not do any econ, its the consequence of their own decision. Giving noobs "benefit" to their wrong decision would encourage them to play in that playstyle, like some noobs like massing creepers and tanklings on one person for the first 15:00 minutes. Instead, showing some tips in text(which can be turned off), to teach them how to boost their income or some suggestion when their econ is too much behind might be better to let them improve.

4
New Ideas / Re: Sharing econ for Zerg :D
« on: January 17, 2021, 12:22:21 am »
Wouldn't it be great to use that apm on something else like drone rush, microing your infestors or checking the map. When talk about buffing zerg, this could helping good zerg to get better, and I dont think keep scrolling a mouse wheel is anything skillful.  :-\

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New Ideas / Sharing econ for Zerg :D
« on: January 16, 2021, 07:23:10 am »
Sharing econ is very helpful in boosting Zerg's econ. However, it also slows down your micro greatly. That's why I think giving zerg a button at their hives for automatically sending their mineral to allay might be a great idea.  ;D

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Personally, I think terran is a little bit too strong right now. Although I do not have exact win rate statistic, but I feel like 3 average terran (who have ok macro and play aggressively but with bad micro) can make a zerg struggle pretty hard. I feel like the big nerfing of roaches and the buffing of shatter might be the reason. Zerg right now is lacking tools to counter t2 balls. Maybe it is time to nerf the terran a little bit? Try to make a poll to see what everyone thinks.

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Builds & Guides / Re: T2 Rush Build
« on: November 22, 2020, 12:31:04 pm »
Yep, you definetely need to pressure with T1 :D

But building economy behind it and transitioning into T2 is perfect.

You get the idea of zerg hex now :)

Firebats are very good. A few firebats can tank the f2 of zerg easily, even with roaches. That is why I skip t1 with shatter. You just need a few T2 behind them  (maybe 10) and use overcharge to target buildings.

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Builds & Guides / Re: T2 Rush Build
« on: November 22, 2020, 12:22:56 pm »
17 min push t2 without pressure before it ???

you are asking to be defeated x)

First of all this is a fun build, I am not saying it is better than 3 terran T1 push. ;D
And this is just a schedule, which I was basically a second target of the zerg. Without pressure you can easily get 10 cows at 10:00, and start pushing with t2 and firebats from there. :)
What I meant by 17:00 is the time you should absolute stop econing, spend everything on casting T2 and killed the zerg, Because Brutalisk will be soon out if zerg is rushing it.

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New Ideas / Tankling Rework Idea
« on: November 22, 2020, 07:06:27 am »
Tankling is super useless and take too long to be profitable currently.

It takes supply of 5 and what worse is that terran with walls might even ignore them and make their upgrade totally useless.

So how about make it gain mineral per attack instead of its death, so terran will be forced to kill them.

Just an idea I think of, could also decrease its health if this is too op.

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Builds & Guides / T2 Rush Build
« on: November 22, 2020, 02:54:25 am »
T2 Rush Build Idea

With the new update as T2 marines become much stronger, I have tried a new build of rushing T2, and usually can end game before brutalisks come out.
Similar to same old bunker bulid at the beginning,  take 3 gas and wall up quickly, defend with reapers and shock troopers, econ hard if the zerg does not focus you. By the time of 12:00 - 14:00, you could have about 6 sheep and 6 cows, which is about 300/200 (min/gas), you may have more if you are under very little pressure and if you take any side gas.

Get tech lab and upgrade t2 after that. Firebats are super strong against light armor units and very energy-efficient! (see what 1 fb with walls can do :D)
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Similar build to secure your side gas easily as well.

From now you can either start pushing if zerg is heavily building on econ, use firebats and a few T2 to push, (Firebats tank zerg units, and T2 attack zerg's buildings)
or you can also keep building econ till 500/300. Meanwhile, get the armory and upgrade marine tech.(overcharge -> con 1 -> shatter -> con 2 -> penetrate -> ...)

Around 17:00, you should start autocasting t2 and you should be able to easily take down large spines with a large number of t2.

I tried a few game against a few average zerg players, and this build seen playable. I think firebats are actually super strong and maybe need some nerf.

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New Ideas / New Zerg Unit Idea
« on: November 12, 2020, 04:46:56 am »
New zerg unit Suggestion: Nydus Worm

Unlock after armor 1, can be built by infestors.(Yes, replace useless beastlings)

Worms can move units quickly across the map, but on creep only.

Can be used to shorten the path to different terran bases, and also allow both zerg support each other easier.






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