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Balance Discussion / Re: First Impressions of Patch 4.0
« on: November 27, 2020, 09:29:59 pm »
oh thats mb clearly dyslexic
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the option to toggle it on / off on a spawner (affects all).Feel like making it toggleable would make it easily abused by negating the down side of the unit (decreased move speed) as can just toggle off f2 into clump then toggle back on to get the increased hp
lolLets stop chatting on the forum where we meant to be talking bout the patch, probs pissing some people off xDnah dont worry about it
everyone here is already used to the fact that where speed goes nonsense and insults follow
just use him as a way of getting ur daily dose of salt and ignore everything he says back as it wont be anything other than elitist banter of someone who thinks hes pro after playing in party some games
(cambridge)
I agree, bats do have a place but they just came out way too early, worst thing when playing zerg is focusing 2 of the terrans and then the other terran wiping u out with 12min bats. Due to this issue in previous patches I started only building at big spine as otherwise me and my ally zerg would lose all our eco to the bats after spawners were wiped. As of now the firebats are a waste of money as if you're going t2 then why would you make a 5 dmg firebat instead of veterans, this just makes them a noob trap for new players. The games I enjoyed the most has got to be the terran death ball push at 35 min with 60 elites and 30 bats to wipe out the zerg, nothing as satisfying as this. In the current games its rare for a game to go over 25 mins (either zerg has rushed brutas vs new players or terrans have cleared map of all zerg spawners and camping high ground with transfuses for big spines as last ditch effort). I want diversity back in to the game as after 4 days of playing the same exact style i have gotten bored. Ive adjusted to the changes and reverted to how i used to play (low eco ~ 500 mineral vet pushes = end game, if game doesn't end most likely lose)
And, as far as firebat goes, I think the old firebat did have a place in the game, it just wasn't in the right place. It clearly came out too early, and as a result was too powerful at those early moments. Maybe they should've been more expensive (in terms of mineral cost) but retained their raw power otherwise; hard to mass 50 firebats if they cost 70~80 minerals apiece (since functionally they were a bit above t2 in strength). Late game firebats, paired with t3 marines, made for a really cool looking endgame army. Firebats and t3 marines pushing into wave after wave of brutas, every second hoping that the next infused or torra doesn't turn that deathball of Terran into a deathball of roaches, those were by far some of the most intense games I'd ever had. Far more intense than steamrolling average or above-average Zerg players with t1 marines for the 300th time, or watching those same players wise up and focus me into oblivion while having to watch teammates take their sweet time to slowly choke out an overspent zerg.
https://drive.google.com/file/d/13zxG1l4pK05dn5f1MSASM7o_dysqUKwq/view?usp=sharingI used an old build that my clan leader made for fun, we dont all play this game competitively like you so we dont care about minuscule differences in mineral eco ' sorry u have ur elite terran build where u get 4000 mineral eco and wipe the zerg off the map pre 12minutes' but for early aggression i found the early minerals are not needed as much as the gas { for the marine upgrades ofc }. Pretty sure this game was 2v2 but i cant remember the game nor our team mates so cant comment further as ive lost my old account so cant watch the replay
Wricez + lancula (terran) vs. Speed and Avion (zerg)
Rest of lobby is mid / low tier, but are kinda pushing. Of course nothing great, but I've seen worse. It's fair to say average lobby.
You get owned. You get owned by full eco zerg that let you expand freely (some strikeling harrass, but that is not gonna kill you, is it?) You get owned because you don't push enough. You AFK and get chemicals and you are *ing clapped.
Without chemical you might have won that game because then you'd have had to actually push the zerg. I said this so many times, chemical plant does not speed up how quickly you can get elites, first chem is 800 mineral, 700 gas, T3 is 850 gas (250 gas T2 + 600 gas T3) yard and lab is same cost, so that equals out. Quit this bullshit of "chemical is needed for T3" it's not. It's needed to stack a gazillion of wall ups to afk through zerg attacks xd.
I only watched Wricez play and was amazed by his 165/246 income at 16minutes. So *ing low. Lancular did a little better, master mechanics helping him I guess. Hey, I'm diamond, not that either is really relevant for zerg hex(it's only mechanics, doesn't help you understand the game). Wricez knew brutalisks were out, yet he doesn't even manage to prepare his bunker, nor get elites, even though chemical was in that version LUL. Even if he had T3 tech though, the amount of minerals he generated in that game would have likely not been enough to defend brutalisk anyways (Elite is very expensive and sucks more energy than kirby sucks anything)
Face it. You are bad. Nothing wrong with that, I'm bad, too. You don't need chemical, you need to improve your own skills. Don't ask for lazy AFK tools.
Morgosh did this "Hey I'm 1v1 master zerg" thing, too... guys I appreciate that you are more successful on 1v1 ladder than me (never made it past diamond), but that is entirely irrelevant for zerg hex balance & design lmao.
{sadly lost the replay where me and lancula beat u and avion even when both on the same side after u called roaches trash and then proceeded to die to them }
No more Firebats + chem back and defenders back = Ion/italis meta vs godlike Roaches.I enjoy this instead of getting run over by roach and having no eco to play a long game. If I get hard focused all game and haven't been able to get more than two gas I can still get a chemical and hope to play the long game out instead of just holding and seeing rest of my team die after being ignored for 30mins.
Welcome to the 2hours games we had 2 patch agoWe will have lot of fun!
I can't wait to stack elites + Italis in my high ground to kill 10 times the Omegalisk after seeing all my mates die to Roaches. Good old time lol.
You guys are loosing yourselves in an infinite and useless clash.maybe make buggos give more gas? Terran feels far too weak to play solo right now that I will only play with 3+ team mates that are competent at the game if I want to play Terran.
Firebats being out + defenders nerfed made the bunker/firebat push unplayable. Chem or not would have change nothing.
Speed said it, even with Chems, bunkers are out now.
From this patch, let's think about how we can make this game better.
Remember what i also proposed in my threads ?
If you guys want more gases, we can totaly make new clever systems to upgrade your eco.
-We can think about an upgrade on gas extractor that need a bugo and other stuff like this: It will make you push early and upgrade your income !!! win/win
-Why don't we give a bugo from the big spines too ?
-We can ask a lot Wmaster about letting us take the dead terran's gases.
-We also can nerf a LITTLE the early capacity spawners to make Terran able to expand under less pressure.
-I though about another nerf for early focus zerg: Why don't we make the capacity upgraded units from zerg give one(or 0.5, need to tweak the number) mineral to Terran when they die.
This is the moment to be creative to create CLEVER stuff with a CLEAR LOGICAL PURPOSE. And don't forget that the purpose of the Terrans is to PUSH !!
Let's make stuff going on this path.
Let's be creative, we wait for your ideas
Let's build something together, this is this forum's goal !