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Messages - Najdorf

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Builds & Guides / Re: Efficient Terran Play in the Early Game
« on: April 18, 2021, 03:46:52 am »
When I see a player go four marines I know immediately as Zerg that if I want I can reset them to high ground. I personally strongly prefer reaper first

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Balance Discussion / Re: Hydras
« on: April 07, 2021, 11:06:49 pm »
The difference between making 20 hydras and 20 infestors is, that hydras have no secondary utility.  20 infestors will defend your big spines just as well as hydras can, and then you can turn them into relevant late game spawners. 

Too many zergs don't understand that the nest is not supposed to be held for the entire game, it is meant to delay terran pushes by a couple minutes. Going all-in on hydras because you made 30 spawners on the middle nest is not the type of game play that needs a buff. People already want capacity to be pushed later into the game because its not fun to 1v1 the zerg and then A) have your ally do anything and zerg dies or B) have your ally do nothing and zerg wins, making hydras stronger would further buff this type of allin 1 player strategy.

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New Ideas / Re: Fast simple fix for middle
« on: April 07, 2021, 10:55:01 pm »
I see little to no reason to buff terran.

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New Ideas / Capacity
« on: April 07, 2021, 10:53:06 pm »
Instead of putting capacity behind Armor 1 just make it a hive upgrade that will give every spawner on the map capacity.  Cost 2.5k so you cant do it at the start of the game. also will be a mid/late game zerg buff as the heavy spawners will not require capacity cost.

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New Ideas / Re: Zerg Hex suggestion
« on: February 02, 2021, 07:24:28 am »
Simple enough to just remove refunds for dead structures during the first 2 minutes.

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New Ideas / Zerg Hex suggestion
« on: February 01, 2021, 08:52:41 pm »
I would like to suggest a small tweak to the starting supply of zerg that could have a large impact on how the game plays out.

Problem: Zerg power spike timings are a little too slow to keep pace with Terran on the current patch.
Secondary Problem: in lobbies of unequal player skill most zergs allin focus a single player, this either results in 1 player fighting while his allies do nothing and he loses, or 1 player fighting while his allies take 6 gas and win easily. Neither of these outcomes are particularly fun.   

Suggestion: start each Zerg with 1 additional spire and 15 less open supply.
This would address the primary problem by giving Zerg a free 200 cost building and an additional 54 economy per minute. Zerg right now is a few minutes too slow to prevent terrans from T1 pushing but with this extra economy you would essentially be giving each zerg around 850 extra minerals (there is also a compounding effect to having earlier economy invested into more economy but I am too lazy to do the math on it) by the critical 12 minute mark. Ecomony allows flexibility, you could have more infestors for transfuse, you could have several full shell hydras, you could have speed sooner, maybe even have a better timing for primals if you see people going for t2 rush. I think many people are very focused on the units themselves, but i think another way to approach the balance problem is through tempo and initiative.  The timing that units come out for each side makes a gigantic difference on their power level.

For the secondary problem, it is all too common to see zergs build six forward spawners of any type, upgrade all of them and just f2 every unit on the map at one player until they run out of energy and have to retreat inside their base.  This is not a balance issue, as it is easily punished with a competent ally but more of a design/fun issue.  By removing the ability of the zerg to open with pure aggro on one player we push the zerg in the direction of the midgame where there is more interaction with all players.  I think most good players would agree that 3 forward spawners instead of 6 makes a huge difference for the terran player. The primary reason is that in the early game when an overwhelming amount of units come, the only way to hold is with a shock trooper, however if the zerg constantly f2s and forces out enough energy use from the shock the terran player cannot hold because they will run out of energy and dont have time to get a generator upgrade while getting enough dps to hold the low ground. Zerg is going to always need to harass one player primarily, and you can still get some benefit with micro on 3 spawners instead of six, but this would simply nudge the game away from the early allin and in my opinion make the game more enjoyable for both zerg and terran.

Please consider these changes. Thank you.

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Balance Discussion / Re: Infestor Transfuse
« on: February 01, 2021, 09:06:48 am »
Transfuse is currently the only attempt to survive T1 pushes. Even if you are alone pushing you have options, stasis, brute force 150+ marines and you just trade until they run out of energy, or even hitting side big spines can be very painful for the zerg.  It would be nice if infestors had push priority over their own units,  have seen many times where wayward infestors get pushed into the terran base by the endless spawns.

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Balance Discussion / Quality of life change
« on: December 11, 2020, 01:38:20 pm »
Please give investors higher push priority.  Zerg already has plenty of places to be spending apm. The game is 2v6 after all, and fighting against a constant flow of units to retreat from marines is a bummer.  It would be great if it had the same priority as an infused and could runby allied units.

Also speed instead of disagreeing with this because you don't like getting harassed by investors, get good. xD.

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It has been some time since the patch has come out and so i feel i can speak about balance after playing quite a few games as both zerg and terran. 

From a design perspective you want to have points in the game where the zerg is stronger, and other points in the game where the terran is stronger.  Ideally flipping back and forth as they each jump to higher tech units.

I really like the chem plant removal, getting tier 2.5 units (firebats) at the 12 minute mark broke the dynamic of power swings between zerg and terran. 
I like the changes made to roaches, particularly the speed of the roachlings, it makes roaches a lot less oppressive.
The problem right now is that terran has too smooth of a transition from T1 push into T2 push and there is no good power spike for zerg to stabilize the midgame. In order to stop t1 marines zerg needs to buy speed 1, speed 2, armor 1, armor 2, both roach upgrades, and have infestors sitting on the large spine crawlers. if your screen is in the wrong spot and you miss a transfuse or get a stasis on your infestors you lose the game on the spot.  If all of this is in place the terran can simply walk back home, swap into veteran marines and keep pushing.  a veteran switch requires only 3 minutes of gas time, and during this time zerg needs to get out brutalisk or infused.  In order to have the economy to get close to pulling this off the zerg must make significant early game concessions in pressure and play extremely greedy. in my opinion upgrading any more than just a handful of spawners before roach tech is simply gambling that 2 unfocused terrans will miss their t1 timing push. What this leads to is terran having the upper hand during the early, early mid, and midgame all in a row, and we miss out on the back and forth element that is fun in zerg hex.

I would look at finding a way to let zerg have a little more breathing room between the t1 and t2 timings. I wouldnt do all of these things but rather consider one or two.
- possibly revert the buff to shatter on veteran marines/and or elite marines or lump it in with shattering 2
- rework primal roaches or ultras (neither of these units provide enough power for the cost and it is better to go into infestor units or directly to brutas)
- remove the armor debuff on the power field. T1 marines can hold brutalisk if you put the power field on the brutalisk itself because it removes all the armor. However if you put the power field on the marines they do not hold. I think this is related to the lack of place in the game for primals and ultras, because an army with multiple generators supporting will always be using power fields for burst damage.

All this being said, i still think that skill has a lot more to do with winning and losing that some people would like to admit.  On this patch i have seen only a very slight change in my terran and zerg winrates.

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Balance Discussion / Re: Skill Bracket Data from NA, Previous Patch
« on: December 11, 2020, 01:03:01 pm »
Najdorf checking in here.  One of the more interesting things that i have felt regarding win rate is that i actually win at a slightly higher rate on my main account than on my Alternates.  I find that there are only a few players who can hold focus long enough for a player to have their greed kick in without getting wiped out by an f2. But there are many players who can build an army and do damage if left alone.  So when on my main account i just hold focus and even my negative win rate allies play average or above average by virtue of not having to deal with any problems before they have shatter.  However when i play on my alternate other players will get focused and never leave their base again, or perhaps rage quit making it much more difficult to carry games.


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