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Balance Discussion / Terran can now maintain their normal gases and will be ahead of an eco'ing zerg
« on: February 04, 2021, 05:58:44 am »
With the addition of the construction yard gas upgrades, the terran player can now sit on the 4 gases around their base + the upgraded construction yard without even attempting to get the additional 2-3 gases outside of their immediate base. An eco'ing zerg is now in a state where they will actually be behind an ecoing terran, without the terran even needing to attempt to expand past their normal area. The construction yard buff has been a major buff for Terran with nothing provided to the Zerg that would sufficiently even out this advantage. Terran can sit on those gases and then choose to win the game through either ions or maxed upgraded T3 marines. The Zerg's reward for killing off additional gases on the map is that they die slightly later than they otherwise would. This is another deficit to add to the growing list of recent patch changes that have made Terrans more powerful while Zergs have had little in contrast to deal with good Terrans.
Zerg's options currently:
1. Eco - they will be at most tied with eco'ing Terran players, and still need to be on guard from pushes for which the only defense is hydras (sets Zerg eco back significantly) and infestors (enough to transfuse spines and get upgraded units later on will set Zerg eco back significantly). Every Zerg tradeoff to increase their survivability comes at a detriment to their economy, which does not have the flexibility to allow for it
2. Upgraded early spawners/aggression - As usual, reliant on the non-focused Terran's partners being bad players. If the Terran survives the aggression, they will be far ahead in economy as a team and win before long
Which leaves Zerg's only current winning option:
3. Hope that the Terran team has multiple noob players
Zerg's options currently:
1. Eco - they will be at most tied with eco'ing Terran players, and still need to be on guard from pushes for which the only defense is hydras (sets Zerg eco back significantly) and infestors (enough to transfuse spines and get upgraded units later on will set Zerg eco back significantly). Every Zerg tradeoff to increase their survivability comes at a detriment to their economy, which does not have the flexibility to allow for it
2. Upgraded early spawners/aggression - As usual, reliant on the non-focused Terran's partners being bad players. If the Terran survives the aggression, they will be far ahead in economy as a team and win before long
Which leaves Zerg's only current winning option:
3. Hope that the Terran team has multiple noob players