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Messages - deorai037

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1
Bug/Exploit Reports / Re: Reaper jump exploit to scout the zerg main
« on: March 06, 2021, 12:42:04 pm »
Not gonna lie, this is honestly amazing (and hilarious) to watch. Kudos to you

2
Balance Discussion / Re: the new patch didnt fix hydra being op.
« on: February 27, 2021, 05:14:26 am »
lel I feel like I should just post the game I played against speed and najdorf the other day. Maybe some of these zerg op guys can tell me what I did wrong. I think I only made 4 hydras, maybe that was my mistake... 7 hydras surely would have stop the 150 marines at 14mins from doing any dmg to me :D

I can tell you why you lost.

You didn't quit before the 2:10 mark so it registered the game as a loss! Can't lose if it doesn't count  ;D

3
Balance Discussion / The Tank...
« on: February 21, 2021, 02:18:29 am »
So, I thought I'd hop in for one game just to see what the new tank looks like.

From a technical POV, the tank is very cool. The visuals on the plasma cannon are gorgeous.

From an actual gameplay POV, why? In what world does a tank that does a measly 300 damage after charging for two minutes while costing 12000 energy and more minerals than an ion make even the slightest bit of sense from a gameplay point of view? What does this tank even accomplish? Literally any of tech lab functions are more useful than this tank; even scanning the zerg's inner base is probably more useful.

Barring some incredibly massive buffs that would leave the tank pretty much broken (aka combining all of the suggested buffs, reducing cost + doubling damage + drastically reducing energy cost) the new version of the tank has absolutely no place in Zerg Hex.

My suggestion? Completely revert the tank back to its old form (where at least it had some usage as an ultra-late-game anti-cheese unit) and put the code (I know galaxy editor isn't *code* code but you get what I mean) for the new tank into a new game entirely. If you wanted the old tanks to be used more often, just lower the mineral cost of them, which was probably 90% of the reason they weren't used very often in the first place (high tech requirements high mineral savings required).

4
Recent Patch Notes / Re: Patch Notes 4.7
« on: February 15, 2021, 02:08:19 am »
Looking at it... looks like a meme patch. Gonna sit this one out completely

5
New Ideas / Re: Finally embrace Zerg as it is meant to be!
« on: February 03, 2021, 09:14:59 am »
Actually this makes me wonder, spine crawlers are such a massive investment early game and they take up precious space needed by Z in the late game, so.... maybe they just shouldn't be re-buildable.

6
Balance Discussion / Infestor Transfuse
« on: January 25, 2021, 03:02:23 pm »
Just want to open up discussion about the Infestor transfuse changes. What do y'all think about it?

Overall I think they feel pretty good and definitely seem like a big step in the right direction. Someone who hits the infestor timing correctly will not die to a solo aggressive t1 player and can often buy enough time to eco; rapid transfuses prevent t1 marines from hitting too early (as now the DPS requirement is higher to kill spine without losing lots of marines). However, something about them still feels a little off but I can't quite pin what. Any ideas?

7
Miscellaneous / Re: tfw
« on: January 25, 2021, 11:54:50 am »
tfw part 2: electric boogaloo...

tfw Zerg attempts to basically lag out Terran team with spawners, but they're also really bad, so they actually lag themselves so hard they can't respond to my sneaky 18 elite marine push that kills both hives

8
Balance Discussion / Re: Random Terran
« on: January 25, 2021, 03:44:31 am »
As a side note, I feel like this is overall less of a problem on US servers; there's a lot more "average" regulars who aren't great but aren't total garbage if you can draw enough attention away from them (i.e., they can at least vet push by like 30). So you can quite often end up with 2 decent terrans on each half, and if Z is a bit better it ends up being generally very playable.

Playing on EU feels way more extreme, there's a mix of completely terrible newbies who have literally no clue how to play and extremely high-powered players who dominate the game with ease. There's just no middle-ground population. Play at one time of day, you end up with one Z with absurd eco + 5 T who can't figure out how to open their gates (metaphorically speaking). Play at another, and the entire terran team is so high powered they take hive by like 12 minutes or some **** idk

9
Recent Patch Notes / Re: Patch Notes 4.6
« on: January 12, 2021, 01:16:27 pm »
ye I agree with Adam, I do think that the infuse change should really help Zerg actually survive into the midgame

10
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« on: January 12, 2021, 01:14:00 pm »
outdated text

you wrote that essay for so long that it actually is invalid now since 4.6 happend..

also i disagree on several other parts

No kidding I literally fell asleep while writing it and I'm happy that it's no longer valid with 4.6 out.

11
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« 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...

12
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« on: January 10, 2021, 11:24:24 pm »
The issue we're all identifying is time-to-kill is way too low for buildings as result of this massive damage increase. It's absolutely absurd.

Even decent players are considering early turtling when they see early tanklings now; at a certain level of pressure, it ceases to be economically worthwhile to hold more than 1 gas. If the response to tanklings requires an extra 10 reapers to defend 4 gases (only one of which is upgraded, and two of which have been sniped/delayed multiple times by tankling pressure), that's barely worth the eco; you might as well have just spent those same minerals upgrading your two safe gases earlier and then on fast cow farms for quicker ions instead.

At any rate, "wall-buster" units should primarily rely on expression of micro skill, not "how hard can I spam this." Otherwise they end up being useless against high-level players, painful for mid-level players, and downright oppressive among lower-level players, which is honestly the opposite of fun.

13
Balance Discussion / Re: where is napalm bomb
« on: January 10, 2021, 10:20:03 pm »
A lot of people found napalm bomb meme-y but I actually used it a few times in some really cool clutch plays. YMMV of course...

14
Balance Discussion / Re: Perhaps Tanklings Are Overtuned
« on: January 10, 2021, 10:19:19 pm »
Their snipe damage is nuts imo. It needs to be nerfed by a *lot.* A handful of tanklings snipe buildings way, way, way too quickly. +9? I mean.... isn't that a little overkill? Even +4 damage would be plenty in the early game, imo; slowlings manage to bring down walls with +2/3 attack.

The changes to tanklings have not been very good imo. In games where there's two competent terrans on one side, they're still bad; tankling spam eco is still far worse than standard eco and gets the Z killed. In games where there's one competent terran on the Z's side, they aren't doing anything that mass creeper/mass slowlings haven't already been doing; making that terran's life miserable/forced into 1/0 gas play. Mostly, in the latter case, life is just worse for the focused Terran player, especially since tanklings now massacre weaker Terran players to boot.

If anything, I think higher-damage tanklings will heavily, heavily encourage turtling. Compare them to upgraded creepers: upgraded creepers have always been able to break down unattended walls, but terrans have been able to respond to them because they take time to ramp up their damage. Tanklings can bring down walls quickly enough/snipe buildings quickly enough that most normal terrans won't have enough time to notice and respond; in response they'll be more likely to turtle, not less.

At absolutely no point should your designated "bunker buster" unit *also* be a spammable unit with higher HP and low time-to-kill on buildings. The more I play this patch the more I feel absolutely ticked off at this patch. As soon as you're just a little bit short on DPS, you pretty lose your entire base within seconds, so there's far less time to respond to a broken wall as well.

15
I know clan Italis will occasionally do this, I don't see a need to nerf it. It's a cheese that's countered by actually building ranged defensive units so you can kill the Italises as they warp in. As Speed noted, it's just a way of killing off hive with more flair than your usual "we just straight up rushed ion" strats.

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