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« on: January 11, 2021, 09:59:23 pm »
A few more games in this patch, I 100% think that the best, most realistic strat for most people will be rushing ion after turtling 1-gas.
A) Infestor instant cast buff has been very, very powerful. Even after tanklings are nerfed, infestors are more crucial than ever to protect large spines. T1 marine pushing has been made substantially more difficult by virtue of that subtle buff alone. I see this (on its own) as a good sign, as infestors can help cover the gap between t1 marines coming online and roaches coming online, meaning that the crucial survival window for Z is more reasonable for the majority of middle/above average zerg to handle. In fact, at times I actually question if they might actually be too strong now; barring a coordinated double push, Z can very, very easily outheal huge amounts of Terran damage, to the point where pushing aggressively and early is likely to have more costs than benefits for T (at least ion damage on hive can't be healed!)
B) The absurdly high damage that tanklings do *heavily* punishes people who expand out aggressively while requiring virtually no skill or micro, and heavily rewards people who expand cautiously and wall up hard. Literally, if you don't have walls up before tanklings arrive, you won't be able to get walls up until the Zerg inevitably decides to f2 someone else. There is no realistic pushing against heavy tankling pressure for a solid 90% of the playerbase here, where in the past people could generally attempt a 1-gas comeback after enough time. The tanklings kill virtually anything Terran can build faster than it can finish building, especially fruit farms, and since you can't repair buildings under construction it's generally pointless to try.
C) On the other hand, a fast con yard 1-gas wall actually holds up really well against early tankling pressure. Built correctly (with sneak gates on the side to get extra gas income whenever the Z stops paying attention), it holds far better against mass tankling F2s, with the turtler suffering minimal damage. On the other hand, fruit farms not guarded by double walls + shocks + lots of energy to spare? bam half your base just got wiped in seconds due to that sweet sweet +9 damage.
D) Most importantly, despite their effectiveness in **** over every human player (as opposed to the occasional part-AI micro+strategic gods we occasionally see), tanklings are also still good at slowing down the Zerg economy, often substantially. Sure, fast tanklings can force one player back in, but if you want to force a second player in, or keep the first player pushed in for good, you're going to need more tankling spawners, meaning your eco ends up falling about as far behind as you've set back the Terrans' eco. If the first two players screwed over by tanklings just 1-gas eco, the third has just enough eco to keep back tanklings with forces, meaning that a good Terran still poses a threat. However, for the other two who got wiped early on, if they went for 1-gas con yard turtle after the wipes, there's a solid chance they'll catch up enough to ion early enough anyways. Furthermore, that one surviving Terran is largely left to push alone if they want to hit decent, if somewhat delayed, timings, except buffed infestors make solo pushing far more difficult, even with support...