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Messages - Buggo

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1
Builds & Guides / Re: Party Zerg Strategy Logic
« on: April 04, 2021, 12:22:58 am »
I do know him, but it's definitely not my alt. I mean one big thing playing zerg is to make Terrain uncomfortable and hate each other.


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I love it already... cant wait to read more...
is by any chance fatalist ur alt?

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Builds & Guides / Party Zerg Strategy Logic
« on: April 03, 2021, 06:57:49 am »
"This is gonna be a long essay to teach u how to play Zerg in a party against Good/Decent Terrains."

Before the lobby fills up, check each player match history for past hex games. To win the game, zerg needs to know what they're up against.

List them into 1/2/3 level of players, level 3 is around 80% win rate terrain (There are 90%+ but rarely seeing, and they are very good and unlikely to beat them).

Level 3 terrain is capable of pushing big spines fast and obtain 3 gas fast with pressure; with knowledge of end game build and ion.

Level 2 terrain is capable of support energy, deny infestor feed, minor hatch push, and pushing ion button.

Level 1 terrain is rather new, maybe minor hatch push or ion; likely to die to roach f2.


Most lobbies are filled with 2-1 level 3 terrains, 3-2 level 2 terrains, and 2-1 level1 terrains. After the game starts, the zerg needs to make a decision on who has the stronger side. The stronger side zerg needs to play more aggressively, and the weaker side zerg plays defensively and carry most of zerg tech to support teammate killing stronger terrains.

For stronger side zerg. pick the strongest level 3 terrain to focus and only focus him, make sure he doesnt get a break. Making striklings to harass the other level 3 player, and meanwhile deny all the extra gas. Use infestors to defend at big spines prevent him pushing further, some f2s to help defend.
Leave the other player complete free. Around 18 min, mass up roach with upgs and 3 attaks to kill or push back the strongest player. Then switch back to the 2nd strong player.

(To be continued)


3
Builds & Guides / Re: Public zerg meta strategy
« on: February 11, 2021, 08:00:13 pm »
the best post of the year

4
Builds & Guides / Re: Easy zerg strategy
« on: February 11, 2021, 07:58:44 pm »
Stop giving people advice after you can hit a 90% win rate.

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Recent Patch Notes / Re: Patch Notes 4.7
« on: February 11, 2021, 07:45:38 pm »
Terrible inner base wall, less playable.

Killing Terrain strategy with the possibility of the reaper. Noob zerg is likely to lose anyway, with or without that zerg wall.

Pro zerg can defense cheese anyway, and it's fun to defense cheese. Simply killed more strategy and big brain play.

And 1 siege tank only ... great, one more strategy is gone. Now, is just marine fuking go!

This game shouldn't be designed for ppl with 5 apm. No matter how much so called balance the game gets, skill can't be balanced





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Builds & Guides / Re: Easy zerg strategy
« on: February 11, 2021, 10:10:35 am »
If u meet 1 strong Terrain, this build not even gonna last u to mid game

7
Haha thx


Just added another replay on Terrain Defence, held all the way till 18 min when mass roach come out.

Okayish fully committed Zerg 70% WR, spore, infestors and a lot micro.

It's a pretty good guide for ur case, my side Terrain pretty useless.

Had a clan buddy on the other side managed to pull out a win.

That was fun to watch, good hold!

8
Just added another replay on Terrain Defence, held all the way till 18 min when mass roach come out.

Okayish fully committed Zerg 70% WR, spore, infestors and a lot micro.

It's a pretty good guide for ur case, my side Terrain pretty useless.

Had a clan buddy on the other side managed to pull out a win.


10
here's my build order, very specific. (110/9  terran)
So the opener is:
2 gas
1 shock
3 low ground farm 1 high ground farm 1 wall between the farms (amount of scv vary with pressure)
3 walls next to the lake form a funnel 3 scv stuck coming zerg units
(its likely u lose the other gas, but dont worry)

slowly build farms to the 2nd gas, and place some walls to suck some creeper fire
up to 6 shocks max and 15 reapers, then construction yard and 2 layers of walls. 1~2 turrets to help secure 2 gas and 1~2 defenders.
tech on the none con yard side. no armory
(if u cant secure 2 gas before 13 min, just wall off on low ground do 1 gas reaper wiggle)

now should be at 14~17 mark ish, and roach starts to come out.
build up to 25 reapers to kill all hatches on ur side if possible, if not its totally alright.
speed 2 usually come out on 19~21 min. Reaper can probably kite the army before that. The goal is not to do any damage, just get his attention.
23 min is where bot terran killed 2~3 big spine, and too late for top to save bot. if no big spine killed before 23 min mark, its likely to be a loss.

overall idea is to get attention and annoy zerg, and eco up to 400/200 and save an ion

Apply to 50%~70% Win Rate zerg

11
Balance Discussion / Re: Balance request
« on: January 19, 2021, 03:58:17 am »
more than 4 terran coordinate attack, u pretty much dead anyway. Also, there is a lot stuff u need to know as zerg player. U need to smell the cheese before it comes. They did that to me as well, lost 2 italis and an ion, ez win. And this is also you havent played against opl as zerg yet.

If I see 3 turtles, is always an automatic win. 3 gas turtle is different

12
Balance Discussion / Re: Changes Take 2
« on: December 24, 2020, 11:28:22 am »
Great Change!!!

I hate to say if a game is unbalanced or not since it's about the skill mostly, but Zerg is truly underpowered.
Can't even beat 3 decent Terran now which is sad, nerfed roach against buffed marine is just meh. Feeling very strong as Terran, 1v1 Zerg is pretty doable. There should be speed 4 and speed 5 upg.

Two things, please consider. The easiest way to buff zerg is to increase movement. Fast zerg can make the whole game, exceptionally challenging which would be very fun. I do like terran became very aggressive which made the game more exciting. If possible, please add some upgs on zerg movement. Mass ling ban and the marine split would be the highlight of the game.



13
Balance Discussion / Re: Allow infestor to remake big spines
« on: November 30, 2020, 09:25:37 am »
u can fake a pre-transfused spine next to a big spine. Funny things happen.

14
Recent Patch Notes / Re: Patch Notes 4.0
« on: November 25, 2020, 04:22:45 am »
Played more in wild lobbies and more thoughts on the new patch

1. T1 push and turtle play definitely way less than before.

2. New patch made Terran a lot aggressive, and stronger Terran even stronger. (Haven't seen an 8 pros lobby yet, I assume its still 90% Terran victory)

3. Zerg early game was rough, can't even push 3 average Terran (50%WR) back before brutalisk.
    Bruta rush becomes the new meta like what someone wanted; which I don't like at all, it's a bit gamble.

4. Seems like there less familiar names appear in games. Lobbies fill up pretty quickly depending on the time of the day.

5. Some people built like 20 ish firebats to push the hatch at 15min. Kinda funny, they died so quickly since the range so short and barely killed the hatch.
    firebats offence play is for gone, and defence is a maybe.

6. Very few ions shot, very low wall upg in general as I mentioned before.

7. I asked some players like ten, and how they think about the patch, most players absolutely hate it.
    Pros (80%WR) seem okay with the patch.


Some personal thoughts, so the game is definitely more competitive; however, the gameplay and strategy are limited to Marin push and Bruta rush. I don't like to be honest, and I prefer more creative gameplay and a good unit combo. From the older patch, firebats push and ion finish were options. In order to play Terran, you definitely need some good allies. Zerg play becomes tedious as I'm not a big fan of bruta rush.

I suggest asking for some opinions from more general players, as they are the main flow of the game.

Maybe I should go back to ladder haha and get my master border rofl^^




   

15
Recent Patch Notes / Re: Patch Notes 4.0
« on: November 24, 2020, 08:05:28 am »
Ty for creating this great game working, and balancing the game!!! Please read this carefully!!!

1. Some people mentioned a lot about balancing the game; however, the game is always imbalanced while there is a big difference in skillset.

2. A fact that cannot be ignored is most lobbies contain 1-2 new players, maybe more. Chem plant and fire bats are there to balance off the new players.

3. Removing chem plant forced Terran players to push, but pushing becomes the only way to win. Lack of gas source makes upgrading wall impossible.
Which also kills ion victory. (I played 27 games after the patch, only lost once; surprisingly enough that only 2 ions were shot. About 5 games got to
brutalisk stage.)

Not going to comment on the patch, since there are people like and don't like.

Here are the stats I got from my games.

18 Terran games 1 loss, 9 Zerg games 0 loss

Primal roach appeared once out of 27 games, ultra and beastling appeared zero times.
Total less than 10 fire bats were built in 27 games.
0 games were ended with ion as Terran. 2 ions were shot ( 1 was shot by Kylieee, and I pushed on ion blast)/(1 was shot by Dr plato after got pushed back to highground)
0 games were ended with roach as Zerg.
The highest wall upgrade was 17(zerg was bad and everyone was trolling, I managed to steal gas from a new Terran player, gave me a total of 9 refinaries.)
The average wall upgrade was 2-3.
17 Terran victories: 15 Vets finishes, 2 Elites finishes.
9 Zerg victories: 5 bruta/torra finishes, 4 terran quit before armor 2
Average of 1-2 new players in each lobby.
More than 95% of players complained about the new patch


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