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Messages - CBDH

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Recent Patch Notes / Re: Patch Notes 4.9
« on: February 26, 2021, 08:38:05 pm »
Zerg might be too strong with early capacity, but also might be weak without capacity. I suggest a capacity change : give only +1 unit for slowling, creeper, tankling, and only give another +1 after A1.
Current capacity investment cost the zerg around 1.5 minutes income, but it hurts terrans more than that. Given the terran have +60gas income, if you managed to kill the refineries before they can break even (and they don't have that for a while), and destroy some fruit farms, would set back terran eco ~5 minutes, or more.

Here's my recent solo zerg game, early spawners with capacity forced 3 terrans to pullback, also give 2 other terrans trouble. At 27 min mark the ravator + infused push didn't met any resistance, i don't remember if i see any veteran marine ...

https://www.youtube.com/watch?v=2-eVEsWqoZU

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Balance Discussion / Re: The Tank...
« on: February 25, 2021, 01:19:39 am »
Also please don't make tanks 1 shot full energy investors ...

3
Recent Patch Notes / Re: Patch Notes 4.9
« on: February 23, 2021, 05:24:11 am »
Or simply give the generator more starting energy, since it barely sustain 3 marines, an extra shock trooper with blast use will put the entire squad into energy shortage and forced to pull back in panic, before terran can get enough minerals to get 1 or 2 generator upgrades.

4
Recent Patch Notes / Re: Patch Notes 4.8
« on: February 14, 2021, 12:22:26 am »
The new "unscannable" zerg base came with a new problem, without an ion to reveal you never know what you run into, may be a lot of banelings. Since you can't see them, they will kill a lot of elites before you get a chance to shoot ...

5
New Ideas / Zerg eco system suggest
« on: February 13, 2021, 12:01:53 am »
My idea is simple : to have difference income value per spawner type.
The current eco system punishes the zerg too much for going higher tier units :
 - Each 45 supply of slowlings give 11.25 minerals income per extractor.
 - Each 45 supply of strikelings give 15 income per extractor.
 - Each 45 supply of tanklings give 9 income per extractor.
 - Each 45 supply of roaches give 6.4 income per extractor.
 - Each 45 supply of primal roaches give 5 income per extractor
 - Each 45 supply of ultralisk give 4.1 income per extractor.
- Each 45 supply of brutas give 1.5 income per extractor.

If the higher tier spawner give slightly more income (like 1.5 minerals per roach spawner for example), may be not as much as the slowlings, should be better ...
(Also how about the armor upgrade offers some bonus income to the hive itself)

6
Gas extraction from yard is a noob trap ... with converters you can have full cow eco at ~16 minute mark if the zergs leave you alone that long ...

7
Recent Patch Notes / Re: Patch Notes 4.7
« on: February 12, 2021, 05:24:03 am »
And during 180s cooldown the large spine already recovered more than half of the damage dealt ...

Still remembered the old days where you need tanks to deal with spores, nests, hydras when forced to turtle. Two tanks can 1 shot the omega cocoon if the impatience zerg place it too close to the terran to save some move time.

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