Can we talk about bunker build time? Why are Blizzard nerfing it?

I was quite surprised when I read in the PTR about bunker build time being increased by 5 seconds. Clearly Blizzard think that bunker rushes are OP if they are making this change (and Dustin Browder mentioned in a recent interview I can't find that a nerf like this was coming), but I don't think it's a good idea. I feel like the bunker build time is not at all the problem; bunker rushing only seems OP because of a combination of deeper issues. I'm going to outline what I think these issues are here.

  • The new worker AI causes a discontinuity at 16 miners, as seen in this thorough macro analysis. The 17th miner mines less than half as effectively as the 16th, meaning cutting at 16 workers to do anything at all is extremely effective. (This is why we see such incredibly strong 1-base timing pushes from all races, such as the 19/22 worker 4gates, the 19 worker 7RR, as well as other common strategies such as an in-base CC after orbital in all Terran matchups. 16 miners is a wonderful, magic number.)*

  • Mules cause a mineral surplus in the early game because they are not subject to the above mining limitations. The only way for Zerg to secure an equivalent income is to expand to their natural. This in my opinion de-stabilizes the matchup, and is the nature of its early game fragility. There is no way for a Zerg to "play it safe". It's universally understood that, as Zerg, if you have not expanded by 20 supply you are officially all-in. This means there is very little meta-game to speak of in early game ZvT. Terrans can just blind 2rax bunker rush almost every game (except on the huge new GSL maps) because they know exactly how limited your options are. Even if you know it's coming you have to struggle to stop it.

  • Marine DPS is too high. According to this chart, a bunker full of unstimmed marines has over three times the DPS of a spine crawler, despite costing only twice as much (nor any larvae). There are players who have made careers out of almost making pure marines. There was a RO16 player in GSL3 who was only able to Marine SCV all-in; that's literally all he could do, and he still did very well because it's just that effective. Their low HP is supposed to make up for their damage; protect these guys in bunkers and yeah, this makes the bunker seem OP.

  • Zerglings without metabolic boost are terrible. In order to defend in any reasonable way, a Zerg is absolutely forced to get an early gas to counter a gasless bunker rush (as well as gasless Protoss cheese such as proxy gates, gate/forge cannon zealot rushes, etc.) The mineral surplus means the attacker can safely expand all the while delaying gas, so it's very difficult to hold off a bunker push without falling quite far behind.**

All the above make the bunker the perfect vehicle to apply early aggression. It does not seem to me like there's much wrong with bunkers themselves. In fact the only change I would recommend is that dealing damage to a salvaging bunker should cancel the salvage or restart the salvage timer, so a Terran can't get their money back when you legitimately defeat a bunker rush. This would add a bit of much needed risk to a bunker push, but as with the build time nerf, it wouldn't really fix much.

I feel like the above points are the deeper issues. Solve even one or two of the above and the 2rax rush would no longer be a problem. Solve a), and a Zerg could actually benefit from droning past 16 miners before their expo pops (and it might well allow inject to compensate for mules, as I expect Blizzard intended). Solve b), and a Zerg might have some meta-game options to punish a 2rax with 1-base tech. Solve c), and a bunker of marines could actually be stopped with a reasonable number of lings and a queen. Solve d), and a Zerg might be able to engage marines off creep without being forced to get an early gas. The problem is that each one of these issues would require a major, game-changing fix.

After considering all of the above over the past few weeks, seeing the bunker nerf on the PTR made me feel a bit like Blizzard doesn't know what they are doing.*** Hence the question in the title. The superficial reason for the nerf is of course to stop bunker rushes... but what is the real reason? The most likely explanation I can see is that they already know all of the above, and they are just making minor changes to delay the QQ while they work on Heart of the Swarm. I can definitely understand if that's what they are doing but… bummer, I guess. I do hope they plan to smooth out the economy a bit in HotS; it would make their balancing job way easier.

So what do you guys think? Is this a good change? Am I grossly misunderstanding early game ZvT mechanics or the SC2 economy? Should we all just not bother talking about balance anymore until they open the HotS beta?

I am a diamond random player with over 400 solo league games, all as random, and I probably spend more time watching pro games and studying strategy than actually playing. And yes, before you say it, I do think playing random is holding me back, so I will switch into a race with the ladder reset (mostly likely Terran or Protoss.) I know this doesn't approach the level of skill and experience of some other players here, but I still like to think that playing random for a full season has given me a reasonable understanding of the economic system and the various matchups of this game.

I was hoping we could have a serious discussion without disregarding my opinions due to rank or race. If you're not interested in discussing this, just downvote and move on; there are plenty of memegenerator images to enjoy. But if you are interested, upvoting does not mean you agree, just that you want to discuss it, and I don't get karma from a self post anyway. Thanks.


I've edited in a few footnotes:

* I've gone into this in more detail here with additional evidence and an explanation of my understanding of the worker AI. As far as I can tell it really is the worker AI that is a problem. The graph is discontinuous; it needs to be a curve, not a disjoint line, so that getting more workers (as any race) has proper risks and rewards.

** Just to elaborate on this: GSL Zerg have completely stopped hatching first. The opening now in every single game is 14gas 14pool 18hatch: you have to have 100 gas ready when the pool pops to have metabolic boost as early as possible, and the drones are immediately pulled off of gas and back to minerals. This automatically puts the Zerg behind, losing mining time and a worker to an extractor so early when Terran has a plethora of openings with delayed gas (and Protoss cheese and f/e needs no gas). Some have suggested changing metabolic boost; it's not the upgrade that's the issue here. The issue is gas.

*** Please don't read this as me bashing Blizzard. I'm just saying it felt that way, not that they actually are clueless; most likely they are already aware of all of this. They just can't fix these without an expansion, so a patchwork masking of the symptoms may be the best solution until HotS.

Posted Mar 1, 2011, 1:20 AM UTC · edited

293385
mescalineeyes•

Fantastic and very insightful post that highlights a lot of the issues plaguing this specific matchup.

I also agree that lengthening the bunker build time is only getting rid of the symptoms and not curing the disease.

82
Slust•

It is quite a good post, for sure.

Though I wanted to just play Devil's Advocate for a minute; one facet of game design is experimentation. You can crunch numbers and connect all possible systems or mechanics that effect or tie into one another... but at the end of the day you need to evaluate the feel of something.

And that's what the PTR is doing for Blizzard, they are able to come up with some potential changes, then introduce it into a test environment where they can gain actual data. That data can then be examined and judged for effectiveness.

At this point, it's all speculation because there is nothing stopping them from undoing the construction time increase and going a different route. The PTR is a test environment to test things.

Now the reason they're leaving Salvage alone (for now) is because it fits wonderfully with the Mech play style for Terran. Mech is much slower and encroaching than Bio, which is mobile. But Mech has a dependency on some Bio to be effective, much like how even a power composition like Colossus/Void Ray needs a Gateway army.

Bunkers are there to prop up the Bio leg of the Mech gameplay - since there are fewer Marines and Marauders, they need to survive a little bit better. (Waaay better than giving more HP to Marines/Marauders in exchange for no Bunkers) If Bunkers could not Salvage, Terran wouldn't use them to help them secure a position, they would only use it to maintain a strongly secured position; one that doesn't feel like they're risking hundreds of minerals on a gamble.

Salvage lets Terran advance the front-lines forward in a way that lets them protect their infantry accompaniment. It reduces the gamble on maintaining the buildings, so it promotes their use.

Thing is, though, Bunker rushing protects Terran's earliest units so well that it creates a situation where dealing with the rush costs the opponent an amazing amount.

That's why I think they are changing the construction time. They don't want to make the Bunker ineffective for what it was designed for just because players can use the Bunker in a different way that is really hard to deal with and causes substantial damage to the other player if executed.

36
CunningAllusionment•

OP wasn't arguing that salvage should be removed. OP was saying that salvage should be interrupted by taking damage, so this wouldn't affect salvaging bunkers not on the front line. It would only keep players from salvaging bunkers that their opponents are attacking.

13
Slust•

It wasn't so much that I was suggesting that Salvage be removed, per se, but that the Salvage ability is of the utmost importance to Blizzard as a major defining trait of Bunkers.

Creating an instance where Terran could lose their ability to Salvage (when the Bunker takes damage) would put Terran in a position where Bunkers would become used less due to players feeling uncomfortable erecting them at the front lines. The reason their build times were lowered to begin with was that Terran just plain weren't using Bunkers enough.

Because of Salvage's intended role, I don't think Blizzard is going to go that far and let them be destroyed without the ability to be salvaged. If anything, I personally feel that Bunkers should return 50% instead of 100% when Salvaged. However I don't think Blizzard would even go that far; if anything, they would probably do 75% so that it would return the same amount of minerals as canceling construction.

The problem is, Bunker rushing is so amazingly effective early game versus Zerg. It's like Pylon blocking an expansion except way, way, way better. I think Terran would gladly exchange a Bunker for the economic damage they would do with the rush. Terran gains such a huge lead that they would have to almost throw the game away. Changing how Salvage works doesn't really strike at how Bunkers are used for Bunker rushes; the failure of a Bunker rush comes when it cannot be constructed. And the faster it builds, the more likely it is to finish.

If I was in charge, I would have added 10 seconds to the Bunker construction time because they shield infantry, are mobile (in that you can Salvage and rebuild new ones using the salvaged minerals), don't have any restriction on where you can build them and can end up doing a whole lot more damage than the other defense buildings. (28DPS with 4 marines in it, 42 while stimmed with a range of 6 versus a Photon Cannon's 16DPS or Spinecrawler's 13.5DPS and 7 range)

But that's just my opinion.

1
CunningAllusionment•

um, yeah, that's what I said, I was agreeing with the OP.

2
DruusephTerran•

The first thing I would like changed is to give back minerals proportional to the health of the Bunker. If you have a bunker at half health and you hit salvage it only makes sense to only give the Terran 50 minerals back. That way you introduce at least some sort of penalty for a failed rush.

Another thing I would like to see would be bunkered units having a miss chance on units within X amount of distance. You could easily explain this by saying that the units are under the vision of the Marines/Marauders and thus they are shooting blind or something to that effect. It would allow Drones and Zerglings to have a fighting chance or at the very least force the Terran to jump out of the bunker to clean it up before getting back in, it would introduce more strategy and risk for a Bunker rush. If you want them to be more powerful in the end game you can just add that onto the Bunker upgrade no one ever gets. Maybe something like "Miss chance is eliminated and capacity is increased." You'd never see that used in the beginning so that wouldn't be an issue and it would allow a bunker to hold the line in end game mech play.

For the record I am a high plat/low diamond Terran, this to me seems like the best way to account for the beginning without throwing the entire balance of Terran to hell by gutting Marines.

4
SobusZerg•

Unfortunately, the way the game works and replays work, adding a miss chance can't be done. There is no randomness in SC2. This is to allow a game to be played in the replay exactly as it went down in real-time. This also allows the saved replay to be much smaller in size as all you need to record in the action taken.

4
vlad_tepes•

There is such a thing as pseudo-random generators, i.e. when started with the same seed they produce the exact same sequence of outputs. There are games with random hits (e.g. Company of Heroes) where the replays play out exactly as the game. Randomness in hits shouldn't be a problem. Hell, Starcraft 1 has it.

2
DruusephTerran•

That is unfortunate, I had no idea. However, you could apply the same logic with a base damage nerf when within a specific distance. It's less elegant but still the same principle, melee units should stand more of a chance in order to help Zerglings not get instantly slaughtered.

1
DiracdeltafunctZerg•

The fact that the zerg sees a bunker at his ramp alone causes economic damage. The zerg can be forced to overproduce lings while the Terran was just off 1rax into expand. As soon as he sees the lings coming down the ramp he can then salvage and run. He then has nearly all his minerals back and an earlier expand than the Z along with a stronger economy.

There should be some penalty for building a defensive building as a baseline. Zerg costs a drone and 100minerals, Protoss costs 150 minerals and terran costs effectively the mobility of the units inside it. That seems a bit off to me.

1
ramp_tramRandom•

I'd like to see maybe losing something like 50% of the minerals invested in a bunker no matter what.

-1
DruusephTerran•

Well the current structure encourages Terran to commit, you lose minerals if you cancel, you at least have a chance at a salvage if you finish. I see nothing wrong with that, if you make a Bunker and it never gets touched then fine you get your investment back but if someone beats it down to half health it doesn't make much sense to me for someone to recover all 100 minerals.

1
[deleted]•

[deleted]

-1
AntalusZerg•

And that's what the PTR is doing for Blizzard, they are able to come up with some potential changes, then introduce it into a test environment where they can gain actual data. That data can then be examined and judged for effectiveness.

Yes, then why not try something slightly radical for a change, instead of thinking about the bunker like that's the big issue?

As for Salvage, OP didn't suggest removing it, I dunno why you brought that into the argument.

0
CelestialVoicesZerg•

I would say it comes closer to masking the symptoms than removing them. Agree to the excellence of the OP.

13
[deleted]•

This is why i believe that the main problem doesn't lie with Terran imbalance, but with Zergs lack of viable in the metagame.

12
amorpheus•

I don't understand why Blizzard hasn't even slightly nerfed Marines. Sure they need to be careful what they do to them, but instead of changing build time everywhere they could reduce rate of fire by a few percent and see what happens?

8
PPewt•

Marines hang in an awkward position. Currently, if you look at their stats they're probably too strong in a vacuum (but certainly not uncounterable), but every other Terran unit is either so much weaker or so much less versatile that without them being that strong Terran basically falls apart. I suspect if we see Marines getting nerfed we'll see a slew of buffs to other Terran units, notably the Viking (maybe a ground mode damage increase to make them more viable there), the Hellion (in a way which wouldn't make them an autowin harass-wise) or the Thor (mostly against air, against ground they're really good).

5
BlueRenner•

Eh, I kind of looked at that as the Terran's strength -- lots of extremely hard counters (hello, blue flame) but few generalists. Contrast this with Protoss' all-around strength and Zerg's individual weakness but penchant for swarming. To help the Terran out they get scans, which are really quite helpful for knowing what to build and when. Having such a strong all-'rounder like the Marine, especially for its low cost and easy mass-ability, seems somewhat contrary to this philosophy, in my opinion.

11
PPewt•

For that to be practical you need to be able to tech switch fast, and Terran can't do that past the very early game. In fact, mid to late game they tech switch slower than both other races, so being the race without generalist units is impractical/impossible.

In SC1 and currently in SC2, Terran is actually the generalist race since they have to make their armies blindly. Notice that their "extremely hard counter" units aren't used very much since it's easier for your opponent to hard counter you again in turn than it is for you to hard counter them.

7
gnashed_potatoesZerg•

This just occurred to me:

Terran has way too much good anti air - the cheapest and highest dps unit that can shoot up (marine), the best air to air unit (viking), the cheapest and highest dps static defense against air, and the Thor, which negates light air units at a ridiculously long range.

3
PPewt•

Define "best air to air unit". Best in what scenario?

They're the best against some capital ships and such (Colossi, Battlecruisers, Brood Lords), worse than Corruptors against Carriers, and pretty much unarguably the worst AtA fighter unit (hard to say for sure since range is important depending on army compositions, but in a direct engagement Vikings tend to lose to all of Corrupters/Mutalisks/Phoenix).

Terran anti air is kind of weird. Marines are really good if you can actually shoot at the thing you are trying to deal with, but in many cases (Phoenix harass, Mutalisk harass, Brood Lords) that is quite tough and your long range air is a lot more situational (Vikings are great against mutas if they can hide over Marines, but if they are on their own they will get crushed).

3
loercaseTeam Liquid•

Realizing they have to make a change marines is tantamount to admitting the game is fundamentally flawed, and hubris prevents them from doing so. Pathos, thy name is Blizzard.

-6
AmishJihad•

Masters zerg.

Another viable nerf would be to require an SCV to dismantle the bunker. I love the mental image of Terran engineers trying to heroically dismantle a bunker as lings are clawing down the walls; then running back to base to deliver their hard won 100 minerals. I would love to see it, but can win games without it.

2 rax bunker rushes used to kill me but I trained a few dozen games with a practice partner and can counter with drone ling micro. Once you can counter one you can counter pretty much all of them. It is annoying that something so easy can be so devastating but play through it and it should not matter.

Removing the need for zerg to expand would be a tragedy. The beauty of Starcraft is the completely different but still balanced play requirement of each race. Making zerg economically more like Terran or vice versa would partially destroy this.

67
TKRomeoAxiom•

I totally agree that the need for zerg to expand more often/early should not be changed. As a zerg player, I feel like my ultimate goal is to swarm the entire map like a virus and keep my opponent on 3 bases or less as I use my creep and fast units to keep them back. The muthafukin swarm baby!

24
arjuna9•

This is true. I'm masters T. I can 2 rax bunker diamond players all day and win, but playing against master zerg the strategy always gets owned and the Terran ends up behind. Maybe it is too easy to execute, but at the higher levels it doesn't seem imbalanced.

And yeah, the difficulty of playing zerg is due to their cool racial traits, but as long as the game is balanced at the top level, it's really worth it to have unique races.

17
forgotusernameZerg•

Actually, in this light, the bunker nerf actually makes a lot of sense.

When I defend the bunker rush without losing many units it changes the entire outcome of the game. It makes dealing with the next wave of harassment A LOT easier... which then makes their killing push a lot easier to deal with.

Maybe there is hope.

4
JerktoWomen•

maybe I don't see it, but how does defending a bunker rush make it a LOT easier to defend the next wave?

Terran invests a few marines and a bunker or two and you have invested a lot, if not more in units. Also, mules. If anything, the terran should have a better economy than you do if you don't have the expo up. And if you do, then it wasn't a very well done bunker rush then, was it?

1
jermany755•

When I defend the bunker rush without losing many units...

Reading comprehension is a useful skill toi have. It's possible to hold off a bunker rush poorly and lose too many units. You might be able to claw your way back into the game, but generally the Terran will just re-mass and roll you. He's saying that successfully holding off a bunker rush without losing many units puts you in a great position to crush that next push and pull ahead in the game.

1
mnemy•

I really disagree with the whole "balance for the pros at the cost of the masses" viewpoint. I understand not balancing for bronze/silver/gold/plat. They have a lot of fundamentals to learn. But I think Diamond demonstrates that your fundamentals are strong, and micro is decent (unless you got their by cheesing... then that's your fault you got ahead of where you should really be).

The fact of the matter is, there are vastly more people amateur players than pro players. This is a game that people buy to have fun and compete. Ideally, the game should be balanced at all levels. But that being extremely difficult to do, they I feel they should aim to balance the mid-diamond level of gameplay as long as it doesn't completely unbalance the top 0.01% level of play.

Right now, 2rax bunker rushes are OP in all but the very top level of play. You have players winning that are worse overall players than their opponents, but are able to exploit a very easy tactic to win, that requires a much larger skill level to defeat. That has to be balanced, regardless if professional players can hold it off.

1
mrdungx•

I disagree. The game should not and cannot be balanced around any other level of play except the very highest - where players' skills and experience are something reliable that the designer can count on when making decisions.

In my opinion as long as the game is balanced at the highest level of play, minor imbalances at lower levels won't matter that much. It certainly won't ruin your fun. And it's unavoidable anyway - on the road from bronze to diamond, there surely are particular units/builds/strategies that you find easier to win with than others, and that will change as your skills and experience change.

If it helps, think of the current imba strat that you're having to cope on the ladder as a tough boss in a RPG game or something like that. Your same-skilled opponent may get an unfair win over you but that's fine, practice more, get better and (unless it's a game-breaking imba) you will eventually beat it. Imbalances only really matter at the highest level because you know players at this level have spent countless of hours on the game as there's money, sponsorship, career on the line, and with all that if they can't beat it you know the game needs to be changed.

At mid-diamond, I don't think those minor imbalances matter that much. Starcraft BW had a lot of minor imbalances like that until you reach the few top ranks on ICCup at least (which is equivalent or higher than Master league in SCII)

1
level1Random•

I agree, I'd really like to see SCVs salvage. Maybe multiple SCVs should be able to salvage at once. Either way, the salvage time should be unchanged, and the scv would be put at risk.

I kinda think that the SCV should not have to run back with the minerals, they should just be given to you. If the SCV dies, you still lose 50 minerals.

4
TwevyTerran•

Plat Terran here.

I've actually found that a lot more zerg are going for the technique that I've seen a few Zerg pros do, which is Spawning pool, 4 lings, and then expand. It's actually incredibly difficult to bunker rush that build if the zerg is any good at micro. I've taken to fast-expanding on most maps against Zerg after 2 rax are down. If I don't expand quickly enough, the Zerg get such a macro bonus that it's really tough to catch up.

I also love the idea about SCVs needing to dismantle bunkers. The micro would be tough, and I'm not sure I'm thrilled that you'd lose the 100 minerals if the SCV dies on the way back to the base (150 min loss. Ouch), but it makes sense. The more defensive bunkers could be dismantled at almost no cost to Terran, as they're usually close to a command center anyway. Good idea!

3
physicsnickOPRandom•

Pro-level Terrans typically expand behind a 2rax before getting gas. You want to lay down an in-base CC at 18-20 supply at the latest, and make it an orbital before lifting it. You will have siege mode shortly after it's done, allowing you to secure your natural.

If your opponent makes 4 lings before expanding, that's fine; you just don't attempt a bunker rush. You're already ahead. Just pressure a bit with the marines you have to keep forcing out lings.

2
TwevyTerran•

Yeah, I've been trying this. It's pretty tough, as there's a window they can hit if they have enough lings that makes it pretty tough to expand (basically if they hit you while you're building a bunker or two outside your natural, it can suck).

I also only really do this on small maps. BF hellions on a big map are hard to pass up :).

1
AntalusZerg•

2 rax bunker rushes used to kill me but I trained a few dozen games with a practice partner and can counter with drone ling micro. Once you can counter one you can counter pretty much all of them. It is annoying that something so easy can be so devastating but play through it and it should not matter.

I tend to agree with you, but one thing: It doesn't really matter if you manage to counter the 2rax consistently if the professionals can't. You're probably a very good player considering your league, but the game needs to be balanced for the very top level of play, in which zerg players actually have a problem with it.

0
EdwardStarcraftTerran•

Well, a spine crawler takes 50 seconds to build, a photon cannon 40, and a bunker 35. Making it 40 seems to make sense.

52
[deleted]•

A bunker should really be the longest, if anything, imo.. I mean, terran is the only race that can build anywhere, so they already have a huge advantage in proxy cheesing..

Also, since I'm commenting now anyways, fantastic post op..

63
FrigorificIncredible Miracle•

Yes, but unlike zerg or protoss the bunkers require units to go inside in order to work.

1
[deleted]•

[deleted]

-41
ash808•

well in that case protoss can build anywhere too! All they need is a pylon right next to the building!

13
[deleted]•

I think he might have meant the way you cancel a hatchery and instantly build a spine crawler on the leftover creep. Still not a good point, because spine crawlers obviously lose health when off creep.

2
[deleted]•

Why? That's not relevant at all. A hatch is 300 minerals, and a huge investment. Really not applicable whatsoever.. if you build a proxy building under it, it will die anyways, so it's not a great strategy.

7
[deleted]•

Yes, it is relevant. You said Terran is the only race that can build anywhere, and you're wrong. I'm not saying proxy hatch is as viable as a proxy barracks.

-33
loercaseTeam Liquid•

Lollerskates. ;)

1
TastyBiscuit•

What the fuck?!

1
greyscalehat•

And the only way for a toss to warp in units anywhere it to build a pylon.

0
Arcon1337Zerg•

You forget Overlords ability to spread creep.

0
[deleted]•

[deleted]

20
[deleted]•

they aren't twice as strong or salvageable, and they have to be built on pylons/creep.. it's not like you can build a bunker without a barracks anyways, nor can a zerg build a spine crawler before pool (or at all offensively)

Protoss need a separate building.. so why does the most accessible, strongest, least committed form of static d have the fastest build time?

It's not like the supply issue matters; Terran have planetary fortresses and orbitals for end game, and besides, the issue is build time for early rushes.

49
hookings•

Another benefit of the bunker is that it can be repaired. One bunker with 2 SCVs can hold off a huge amount of Zerg's army and is not restricted to defense. A bunker in range of a hatchery with SCVs to repair spells certain doom.

For Zerg or Protoss, how big of a Terran army can two canons/spines with 4+ workers hold off?

Not a very big one at all. Which again makes the build time for canons and spines so much more important as there is no way to augment there defense with workers.

15
[deleted]•

the terran has an advantage because they not only get the 100 minerals back, but can get the units they had to build and hide behind the wall anyways for use later, so whether the rush comes off or not they're better off. literally a lost investment of 0.

even for 450, 3 spines is not the dps of a bunker, let alone the equal total benefit of a single 300 bunker when you consider all these factors.

oh ya, lets ignore the wall of buildings terran has to build anyways, although I admit creep is nice.

11
Tiranous•

Repairing requires scvs wich cost minerals to make and are easily killable, and the repairing itself costs minerals and gas depending on what your repairing. Does anyone know how that works? Is it a % based on the cost of the target or ? I feel the repairing issue is more of a problem on things with more hit points such as thors, BCs or PD. I could see a speed reduction to repairing bunkers, bases, or large units being a possible solution if this becomes a problem. As long as they dont nerf repairing anything else.

1
Pringlescan4•

But the scv is the most vulnerable whiles its building. A probe can run around and without a marine or stalkers or queen its very hard to catch it, and a drone is invulnerable inside the building.

5
Robopuppy•

Thing is, it's still impressively hard to kill an SCV building a bunker with melee units. Sometimes you'll get lucky if you pull a bunch of workers, but it's not 100%.

Drone building is a non-issue, except in ZvZ. Stupid ZvZ is the whole reason why spines take forever to build and forever to root.

Probes spamming cannons can be tedious to kill, but if the cannon rush does fail, the protoss is completely fucked - cannons are expensive, and require delaying the first gateway.

15
[deleted]•

That's true.. but in the case of an all in bunker rush, you would bring multiple scv's anyways. In the case of an uncommitted one, you're already forcing him to pull a bunch of workers because he is unaware of whether it's an all in or a feint.. terran is also the only race able to manage this..

Zerg can't all in tower rush at all, whereas protoss must atleast wait on the pylon + build a forge somewhere.

The threat from a bunker with no investment = early hatch not viable. If that's intended, then fine, but imo it should take a full proxy or early push, not pretending to build a bunker, for a T to take advantage of a Z's early hatch.

3
Nitrodist•

No offensive spines you say?

http://www.youtube.com/watch?v=GacWQU5W_Lw

2
earth23Zerg•

I loved that vid.

1
PelsBoble•

That casters nick is just horrible. GGURFACE....

1
[deleted]•

[deleted]

1
monterto•

A cannon and a spine crawler are both a permanent investment

7
[deleted]•

[deleted]

-2
MrMarriottZerg•

Every race has to build an army. Are you claiming that you wouldn't have build the marines that go in the bunker anyway?

1
machine0101•

spine crawlers and photon canons deal damage without costing food (spine crawlers actually free up supply by committing a drone) whereas bunkers are useless without infantry units inside, so when your maxed, its easy to spine or cannon up. they can defend while you units stay mobile. also: cannons = anti ground, anti air, detection.

6
skayaTeam Liquid•

if you're maxed why build bunkers when you can make planetary fortresses? not to mention when the bunker dies, you get to keep the units inside, therefore not affecting your food count in any way. just rally them to the next bunker you've built no big deal.

one fix i'd like to see is making salvage 75% return or maybe even 50%. nothing else in this game is free, not even cancle construction. why should bunkers be absolutely free? i felt they were pretty powerful being permanent investments in BW.

8
JerktoWomen•

Agree. Also build time further increase by 5-10 seconds is in order imo. They're so strong because of repair and salvage right now that a 50 second build time (or even more, seeing as a reduction in spines' build time is impossible due to current state of zvz) doesn't seem so out of the question. I think terrans don't see how imbalanced it is because they haven't looked at the stats...

3
[deleted]•

[deleted]

1
FlyingSpaghettiZerg•

And make a spine crawler 40 seconds. That would help stop the bunker rush without affecting the mid-late game.

2
oOOoOphidianZeNEX•

Decreasing Spine Crawler build time too much would imbalance ZvZ in favor of rushes. Not sure if 10 less seconds would cause that problem, but it's probably the main reason the build time is the highest. There really is no reason bunkers should build fastest, though, especially given the problems in TvZ.

5
[deleted]•

Hatcheries should spew broodlings if an enemy structure is built on/in its creep. Like bunkers and spinecrawlers.

2
HasterProtoss•

Actually spawning broodlings would be a great queen power.

1
hookings•

This could be fixed. The reason why it would be a problem is because of the 8 pool spine crawler rush.

All they would need to prevent this from happening is to add another pre-req to the spine crawler to stop them being made in the first 4 minutes of the game.

1
oOOoOphidianZeNEX•

I'm pretty sure that would just make 2-rax even more powerful...

4
admiral-zombieZerg•

As much sense and good this will do in ZvT and ZvP, people forget how powerful it already is in ZvZ. Unless zerg gets some other option of defense against spinecrawler rushes, then reducing spinecrawler time will do no good.

1
[deleted]•

[deleted]

-2
sedsnewoldgTerran•

creep is creep. There is no enemy creep, thats a big game changing mechanic if it would work that way imo. Beside - what happens when both players have creep tumors in the same area? etc.

7
chickenm4n•

that's not entirely true. Your creep provides you vision.

-8
dr_draik•

Your creep tumours provide you vision. When a hatch dies you lose vision of the area even though you still have creep there.

12
sedsnewoldgTerran•

As pointed out below, the tumor provides vision. If you would use tumor radius as a way to establish when a crawler should take longer or not - you'd only be hurting the ability to get crawlers up for defense.

Implementing some way of differentiating all of this would really be a rather significant game changing thing - I dont think it will ever happen, and I personally hope it never does. Perhaps an increased rooting time near your own tumors or hatchery site would be okay, but I think even that starts creating too many "goofy" extraneous conditions and things to keep in mind.

1
[deleted]•

you cant build on creep.

-5
JipJsp•

Read the parent...

3
FourteenHatch•

Remember, folks, that:

  • if you aren't top Master, your input doesn't matter
  • if you are top master, that's the ladder and it doesn't matter
  • if you are a pro that didn't win the GSL, you are just QQ'ing and it doesn't matter
  • if you are a pro that did just win the GSL and talking about your race sucking, you just want to stay on top and it doesn't matter
  • if you are a pro that did just win the GSL and talking about your race rocking, you are just bragging and it doesn't matter
44
GhostRevan•

NOBODY EVEN MATTERS PEOPLE WHO PLAY THE GAME CAN'T EVER BE RIGHT OR KNOW WHAT THEY'RE TALKING ABOUT!!! CONSUME MY KARMA!!!

-11
baqarahTeam Acer•

Are you THIS Revan from "When cheese fails"? 1 minute man???

2
GhostRevan•

I am not.

1
[deleted]•

WHAT THEIR TALKING

they're.

2
adiman•

you aren't adding anything constructing to the conversation and you're actually making it harder. there aren't comments (at least I didn't see any) that ask the skill of the original post/original comment in order to validate his/hers ideas

-12
SigrrrdRoot Gaming•

Psst, he's being sarcastic

10
adiman•

fooled me. i shouldn't be commenting at 7am

5
[deleted]•

[deleted]

-1
[deleted]•

adding anything constructing to the conversation

I'm pretty sure it's "constructive".

1
[deleted]•

dealing damage to a salvaging bunker should cancel the salvage or restart the salvage timer

That's actually a really neat idea. I think I like that even more than "salvage gives 75% minerals" idea. It makes it so that bunkers used aggressively are the only ones that cost more.

32
wengermilitary•

I'd prefer it more if you got a % of your money back based on the % of HP remaing. 100% hp remaining = 100% return.

37
thebagel•

Was going to post this, but found yours.

I agree that you should get a percentage of your minerals back based on the HP remaining, but the base value should be more like 90% IMO, then scale from that.

9
[deleted]•

[deleted]

1
SKIKSAxiom•

This would make it perfect.

4
d_wilson123Terran•

As a Terran player that seems like a perfect solution

2
JerktoWomen•

yay a terran that realises that his race is imba in many ways and agrees to buffs. Where do i find more of you?

1
[deleted]•

agrees to buffs

?

1
JerktoWomen•

*nerfs, my bad

2
gbs2x•

This is the story of blizzard balancing in SC2. Minor tweaks of superficial issues that never really address what the player base is frustrated with. Zergs aren't QQing about the infestor not because we're all just looking to see nerfs so when a non-obvious buff is presented we whine, whine, whine. They are QQing because there appears to be absolutely no reason to change the infestor. Fungal's role was controlling space. Zergs liked this, they liked it a lot, and while some other players may have been frustrated with its strength, I don't think near as many people have complained about fungal as have complained about force field or emp. Fungal was fine, and while it may still be fine, in fact it may even have received a buff, there is no conceivable reason for the change.

Zergs hate bunker salvage, and how small their 200/200 army is, and the fact that hydras are utterly useless once any area of effect hits the field. They hate that the ultra is clumsy, and that broodlords are slow, or the fact that there is no offensive anti air at tier 1 or 3 and that everything is so gas heavy. They don't hate that fungal is a spell about positioning and not damage. In fact, most zergs love its snare. So blizzard, in all their wisdom, has changed a part of the zerg meta game that everyone seemed to be alright with for what appears to be absolutely no reason, and ignore the rest of the major problems that plague zerg. I've played since beta, and it has been unbelievably frustrating watching blizzard do everything they can to shut zerg players up without actually addressing any of its problems. This bunker change is just one more weak ass attempt.

edit:spelling

24
[deleted]•

I think the roach range increase was very substantial...

8
[deleted]•

5 rax reaper got fixed. That addressed many players' frustrations. I haven't seen a mass reaper build since. But that's the most extreme move I've seen since Beta and was something even a retarded fish could have accomplished. Blizzard doesn't get applause for fixing something obviously broken.

Other than that... yeah, I agree with almost your whole post if not your whole post. Blizzard is slow. They have the potential for a great game but it isn't there yet.

6
AntalusZerg•

And even so, as a zerg I have to say that they went WAAAY overboard with the reaper nerf. 5 rax reaper was hilariously imbalanced, yes, but now nobody uses reapers anymore. Sometimes it just feels like Blizzard don't know what the fuck they're doing.

8
mnemy•

As zerg, it doesn't really seem like the nerf was that bad. I feel that terran just overreacted to it. You can still get early reapers out, just not retardedly early reapers. I think the bigger problem is how cheap hellions are. If you need to get a factory anyway before upgrading reaper speed, why not just get gas-free hellions that serve largely the same purpose of speed reapers?

2
AntalusZerg•

Yeah, pretty much. I agree, reapers can still be alright, but why use them when you have better options available, right? Kinda like the raven, why use it when you can just make MARINES MARINES MARINES all day long?

2
JerktoWomen•

agree. IMO the supply depot before rax nerf was enough - ensured no bs 8rax proxies happened. The speed requiring factory, although not entirely unjustified, was a bit of an over-nerf. Kinda made reapers rather useless other than early-game scouting due to their phenomenal cost. Can't afford a large hit-squad of reapers until mid-game, and if they see that, then they just push your base because they know you only have marines. IDK it's the same issue as zerg has with mutas. The 'If I harass and he pushes, then I lose' mentality has lost me many games...

1
educated_but_racist•

there was an interview with the balance team about the reaper nerf and they explained that it was designed to help the team game (2v2, 3v3, FFA). slings and sreapers were completely OP vs everything.

Can you guys think of a way of dealing with one guy going 5 rax reaper and the other one going mass slings in the early/mid game other then cannon up?

1
HolzmannZerg•

This post could be a Zerg Manifesto.

2
alcapwnedTerran•

What makes you think blizzard makes any changes in response to how much people QQ about it? People QQ about a lot of things without really thinking it through.

Zergs hate bunker salvage, and how small their 200/200 army is, and the fact that hydras are utterly useless once any area of effect hits the field. They hate that the ultra is clumsy, and that broodlords are slow, or the fact that there is no offensive anti air at tier 1 or 3 and that everything is so gas heavy.

What you're describing here are racial weaknesses, not imbalances. There's a big difference.

2
ShadedNatureZerg•

yeah you really said it perfectly. With the infestor change, I just didn't know what to think in anyway. Like, what on earth was Blizzard trying to address?

1
franksterRandom•

QQ tbh

-3
Rabid_SnowmanRandom•

Why don't we just make queen spawn with 50 energy?

22
cawfeeZerg•

That's actually a great idea. Enough for a 2 queen heal, or an early inject + creep spread for a single one. I'd be all for that. Would be a wonderful counter to VR rushes instead of having to frenzy to Hydras.

3
JerktoWomen•

yes i would like this too seeing as i currently don't bother with spines and prefer more queens (same cost, can move, will help later). Only problem is that if you buff the queen, the spine becomes rather redundant. Kind of like the reaper lol

1
Rabid_SnowmanRandom•

Plus I think unstoppable Queen rushes would only ensue in hilarity.

1
cawfeeZerg•

I'd even be fine with limiting their movement to creep only as a trade-off for this. The nat will be creep-linked to your main almost instantly with 50 energy and an early tumor.

1
Rabid_SnowmanRandom•

Maybe they could lose life off creep like most of the buildings.

1
[deleted]•

[deleted]

1
Rabid_SnowmanRandom•

If that's the case then hatchery should have a 1 use creep tumor.

1
UserNumber42•

i think we need to get rid of salvage ASAP. One of the issues with bunker rushes is that they present no consequence for the Terran. It's easy to build a couple bunkers if you know you can get that money back. At least if the rush fails the Terran is behind a bit more.

21
[deleted]•

Agreed. Get rid of the salvage refund but keep the actual destroy feature. But I also like the OPs idea of resetting the salvage timer with damage

9
posting_from_workRandom•

Or even make bunkers able to fly around really slowly, so you can never salvage, but you can at least reposition. Well, eventually at least.

Bonus: allow units to shoot from flying bunkers.... nah, while that would probably be the greatest thing ever to behold, it's not really a great idea is it...

5
[deleted]•
20
rdm13•

zerg nightmare fuel :(

7
posting_from_workRandom•

Hahahaha yes!

This is exactly what I had in mind

2
Law_Student•

Hah! The music really makes it.

Flying saucers of dooooom!

1
level1Random•

That's not imbalanced at all.

0
pyxZerg•

Queens should be able to infest bunkers. Making them into a mobile tank unit that can hold roaches and hydras.

14
oOOoOphidianZeNEX•

Then the queen could transfuse it indefinitely and contain a terran player. ;)

2
sipaZerg•

http://www.youtube.com/watch?v=tX5SKD9Es74

Honestly, I would put this in the same bin with terratron, but time will show.

1
[deleted]•

This needs to be upvoted more.. This is pure humor right here..

0
NeoncowZerg•

What if the health of the bunker dropped as it was being salvaged?

Then the enemy could destroy it to deny the salvage, but also gives Terran a chance to try for the salvage in dangerous situations.

Makes sense from a lore perspective and adds drama from an eSport perspective. Also it's a subtle change that could be modified by adjusting just exactly how fast the health drops.

1
PoonchowProtoss•

I agree, it seems like Blizzard is looking at the wrong places for balance. Early game, Zergs are dying to bunker rushes? Nerf the bunker! Next week it's fast blue flame, after they nerf that it's fast banshees, after they nerf that it's fast stim timings, or a quick tank contain or something. People are always going to figure out how to kill the Zerg or limit his economy in the early game because the Zerg actually has no way to respond effectively to that aggression without sacrificing huge amounts of economy.

Alternatively, if the Zerg is left unchecked and can get a huge worker count, the game largely favors the zerg. The game balance is a huge see-saw depending on positioning and ability to execute/defend a particular type of attack.

18
loercaseTeam Liquid•

Z is still very vulnerable to timing pushes, even when very far ahead. See ret v slayers_m in the gsl recently

1
mizay7•

I am far too inexperienced to feel like I can argue a meaningful point here. But, I would like to say thank you for a well written, well thought out post.

Also, I cannot imagine why this is getting downvotes. Posts like this are what make reddit what it is, and improve the r/SC community immensely.

14
sipaZerg•
4
mizay7•

TIL. Thx.

1
joethepro36•

I don't play starcraft and only found this via r/all but I still found this post very interesting. If this is by a guy who says he's not that good I dread to imagine the wall of text from a "pro".

1
kanst•

I watch my zerg roomate play, and every ZvT starts with a bunker rush. However I agree with you that the problem inst necessarily all the bunker.

There is an issue with bunkers, they are way too god damned good, and can be used offensively or defensively with great affect. I would just make it that salvaging only returns some of the cost, like 25%. THere needs to be a way to make a 2 rax bunker rush hurt financially. You shouldnt be able to open 2 rax and not set your economy behind at all, that just seems silly. Neither of the other races can apply that much early pressure without sacrificing some economy

I think the solution to lots of problems in this game involves nerfing marines in some way shape or form. They are just too good. It seems odd to me that a terran can play an entire game, and make 3 units and still be very successful.

11
Sokk•

There is a slight opportunity cost of 100 minerals early until you salvage.

Although the opportunity cost and risk versus reward of bunker rushing is ridiculously in favor of terran and maybe should be changed.

7
clair-de-lune•

I'm at 3100+ points in diamond and every ZvT starts with a bunker rush / 2 rax shens.

7
[deleted]•

Or Blizzard could just give Zerg an early game option that helps out a bit. I think going around nerfing Terran is just too much. Just buff Zerg EARLY game and see how it goes from there. Maybe switch Roaches and Hydras? Maybe give zerg players an incentive to use creep tumors earlier and more often (so the terran can't build the bunkers near your base). I'm not really sure, just a thought. Just because Terran only has to make 3 units doesn't mean something is wrong. Zerg only builds 2-3 units in most match ups, each race is designed to play differently.

6
BlueRenner•

Buff. The. Queen.

6
NiceTryGai•

I've been saying give her 2 armor to start out with. I think this would help, but I don't think it solves the problem either. The problem is that MULES erase all of Terran's early game mistakes.

1
franksterRandom•

Biggest problem with the queen IMO is the crap ground damage - that would help more than 2 armour IMO

1
Madprofeser•

Expansions are to far away for creep to come into play early game.

1
[deleted]•

That's why I said, change the creep tumor so it can be used much earlier. Maybe give the Hatchery the ability to spawn one creep tumor or lower the energy of inject larvae so we can use both abilities once as soon as the Queen comes out.

1
admiral-zombieZerg•

and make 3 units and still be very successful.

marine tank....scv? Or do we sacrifice the SCVs for mules and have more supply open?

0
IbidtheWriter•

Pretty sure he meant marines, scvs, and marines.

6
fruitloopRandom•

what league is your roommate in....because i can safely say bunker rushing zerg is something I almost never do and I've won something like 24 of my last 25 against zerg tvz platinum diamond area. Sometimes i build them in their base but its only to be annoying since I can salvage it immediately before the lings kill it.

-6
onionhammerZerg•

I've won something like 24 of my last 25 against zerg tvz platinum diamond area

Doesn't that say something in & of itself? :P

11
fruitloopRandom•

I don't think so. Ive been in need of a move up for quite some time. Im on a pretty vicious win streak right now.

0
kanst•

He is 2k diamond, almost every TvZ i see of his starts with a bunker rush

4
greyscalehat•

Sometimes i build them in their base but its only to be annoying since I can salvage it immediately before the lings kill it.

But if they don't react correctly you can use that to potentially end the game. Thats the fucking point.

3
NiceTryGai•

Mules are the primary reason ZvT is broken. While Zerg can put down early agression, the mules erase any victories that they have, and allow Terran to both keep agression coming AND tech up. Terran can simultaneously build SCVs, Army Units, and call down mules, while Zerg has to decide on whether to use larvae to either drone up after a rush, refortify, or build defenses. The best way to make this decision, of course, is to scout. But, doh! What do we have happening at this time? Oh yes - Terran pushes the scouting button while Zerg has to sacrifice a food supply unit.

11
[deleted]•

I was just reminded Terrans have a scouting button.

Sigh. Fuck Blizzard.

12
holmcrossZerg•

But that's how Terran rolls!

"I need more damage" presses damage button

"I need more money" presses money button

11
cheatch•

"I need to see cloaked units" presses see cloaked units button

5
RepostedContent•

"I need my money back" presses refund button

6
adoggz•

what if they need muffins?

3
jlozierZerg•

Win a pro tournament and use the money to buy muffins.

1
flukshun•

Not terrans fault zerg doesnt invest in science and education

11
[deleted]•

Lol. Good one :D

1
Artha_SCNew Star HoSeo•

I think they should lenghten salvage time.

10
Mackmoud•

Honestly I would agree if they would just remove salvation and supply drop.

These two abilities only seem to help mistakes that I as a Terran player made, and usually I try to avoid using these abilities all together.

Moving static D was like a norm in the development of SC2, (photon cannons could warp around and well spine crawlers burrowed/unburrowed.) So I'm guessing they had salvation as a way for Terrans to relocated their static D like the other races were able to. (of course photon cannons cannot warp around anymore but still...)

And the supply drop, when I was playing single player and was able to do it, I was convinced that it was just single player crap because it just seemed so "broken".

4
JustCallMeLeeTerran•

To say that salvaging a bunker only mitigates mistakes shows a fundamental lack of understanding of the bunker. It's entirely normal to build defensive bunkers near an expansion that would otherwise be hard to defend or to hold off early aggression with the express intention of salvaging it when safe. Where was the mistake?

15
Mackmoud•

I guess mistake was the wrong word for the bunker. When static D is placed it is to help with aggression that you would not be able to hold, but when you foresee an attack that never occurs and invest 100 minerals to a bunker, you should have to deal with your incorrect judgment. The fact that regardless of if an attack is coming or not and you can throw down the bunker to have it salvaged in the future for full price, I feel like that is a bit "forgiving". Of course spine crawlers can move around but its long build time reflects its ability to do so.

The example you gave, there was no mistake because the person was using static D correctly.(Not saying that is the only way it should be used.)

6
JerktoWomen•

Even then, if you have used it correctly, it should not be returned. You have made a correct decision and the battle it has won you should be reward enough.

And yes you are right, incorrect judgement should have to be dealt with. I don't see why people can just up bunkers without risk for expo defence. Seems like when you expo you may as well put up some bunkers. Even if there doesn't look like any agression is coming

1
AspectOfProtoss•

I think Jesus might be a little pissed if they removed salvation.

5
snwborder52Terran•

Why are supply drops so bad? I think the spell is needed.

For terran, supply is nothing but a hassle. For protoss and zerg, they get scouting information, drops, warp-ins, etc. SDs have no secondary use other than a wall. Also, due to Probes being able to not stay with a building while you build it, and overlords coming from larvae, terrans must commit workers to building supply, while P and Z do not.

Finally, without the lure of a instant 8 supply, scans and mules would become even more prevalent. Having supply drop hurts terrans almost as much as it helps them. Yes you get the supply, but you lose that 50 energy.

0
AspectOfProtoss•

are you serious? building walls that you can raise and lower is 'nothing but a hassle' but having your buildings turn off if your supply depots near them die is some great advantage? Also having to use larva for your supply is a disadvantage not an advantage.

You even tried to make having and extra option available seem like a bad thing, someone seems to be a bit biased, play terran much?

2
FoggeProtoss•

lol just use Nydus more

1
snwborder52Terran•

I never said P and Z players supply units don't create disadvantages. They do. However they have more advantages than terran supply does. That was my main point.

And yes, using Supply Drop is always^ bad. It means you have screwed up. Building a SD is always more advantageous than doing a Supply Drop. You get an extra 250 minerals (400[Mule]-100[SD]-50[SCV Not Mining]).

Finally, I never said SD doesn't help terran, infact I said it helps them more than it hurts them. However, it does have a very big distadvantage (more than any other race's 'special' supply technique (word choice?)

^There is an exception to this, in your 1st-3rd supply depo having those 100 mienrals now is sometimes crucial, depending on the build (For instance, iEchoic's build uses a drop instead of the third SD because you need that extra 100 minerals before the mule would harvest it).

Also, on second thought the 1st part doesn't really have anything to do with supply drops, just with supply, so that should not be in there. My point still stands but it is irrelevant. I think my point was supposed to be that SD gives terran a supply advantage to bring them equal to other races. I don't think I made that point well though.

1
snwborder52Terran•

salvage time.

3
Artha_SCNew Star HoSeo•

Oh thank you , sir. :)

2
marshall19Zerg•

yeah I agree. This way terran could advance bunkers(like spine crawlers) but not just skip out on a potentially game ending harass with little/no skin off their back.

2
jamie_caZerg•

Would it make any sense to try to solve (B) by just making MULEs subject to the same one-harvester limit on mineral patches? That would pressure Terrans to expand as well (since their mules would be so much better with less scv saturation).

10
BlueRenner•

Ultimately, this will have to be done. They can put it off as long as they want, but they'll do it in the end.

Giving one race easy supersaturation is giving them a tremendous advantage.

16
JerktoWomen•

LAND AT GOLD BASE

CALL DOWN 12 MULES

3
[deleted]•

The main problem with Zerg is it feels like they have to play absolutely perfect just to survive, while the other two races can do a few different risky techniques and safely move on to mid-game if it fails. Adding 5 seconds to a bunker build time (does anyone know if it's 5 game seconds or 5 real time seconds?) won't make much of a difference. If you ask me, they should make it so the SCV is on the OUTSIDE of the bunker while it's building at all times and I think cancelling/resetting the salvage timer would be pretty neat.

9
AntalusZerg•

The heart of the issue is that zerg don't have any sort of viable early aggression short of a baneling bust. This makes early aggression from other races relatively risk-free, even when soundly defeated.

3
rompleRandom•

And even that's only really effective in certain circumstances and requires you to suicide your army.

Most early game zerg aggression is stopped by 1 rax and 2 supply depots. Oh look roaches, lemme make one marauder. Midgame aggression is stopped by 1 missile turret.

A lot harder to stop cloaked banshees, 8 marine drops that can easily take out far expo drone lines, and extending to protoss DTs and warp prism drops.

Reason I stopped playing zerg is they just have very few options compared to Terran and Protoss.

3
[deleted]•

I could not agree more. I'm starting to see these Protoss builds where they wall off with a Forge, one Gateway, Cybernetics Core and some cannons. Then they build a Stargate and chronoboost out Phoenix. The problem is, the only option Zerg has is to build a shit ton of Roaches and attack the front, but the second they get two Phoenix's out it's all over. Every version of Zerg early aggression feels really all-in.

3
ElGuanoProtoss•

When asked about the bunker nerf, Idra said something which I unfortunately cannot exactly recall--he said it sounded like it was dealing with this one specific timing attack that Z had trouble dealing with, and that it was a matter of a few seconds. So while all of the OP's points may be true, I don't think this particular nerf has any major implications beyond that. It's not like a longer bunker build exposes T to any early attacks that they otherwise could defend against.

So I don't think it's fair to say at this level that Blizzard doesn't know what they're doing; rather, I think their position is that they're happy with where the game is right now (for the most part), and are only looking to make small adjustments to counter specific, game- or fun-breaking issues.

9
itchytfProtoss•

I think Idra was talking about the timing of the bunker rush in relation to larva inject finishing. If the larva appeared slightly earlier then he'd be able to get his zerglings out in time to hold off the push.

If that really is the case and it is just a matter of a few seconds then this increased bunker build time may be all that's needed. Or terrans will start their bunkers sooner, but I'm not acquainted enough with terran timings to know if that's doable.

1
ZawaZawa•

Spines take 50. 50. Fifty. FIFTY.

8
BrandishSlayerS•

and also permanently cost a drone

13
niczar•

So it costs a total of 100, vs 300 for a fully loaded bunker that also takes up 4 food, vs 0 for a spine.

1
misteryoonZerg•

It's not like you weren't going to spend the 200 minerals on marines anyways.

3
[deleted]•

Except that currently bunkers take 15 seconds less to build, they can be repaired (2 repair scvs + 1 bunker can hold off a frighteningly large amount of units, cannons/spines cannot) they can be salvaged to get the money back (meaning that an early bunker rush poses no threat to the terran economically, as he can get the money back) and with a full set of marines, a bunker does something like 3x the DPS of a spine. The full 3x cost doesn't mean a ton given those advantages. Also, aside from doing a proxy hatch, bunkers can be built anywhere while spines are static defense that early game exist only at your own base - and even with a proxy hatch, the spine takes considerable damage anyway because the creep disappears, so you also lose the money for the drone as well as the spine.

Also the supply issue is somewhat irrelevant - you have to build a rax and depot anyway before you can possibly get your bunker up, and while the spine takes 0 food, it takes away valuable mining time because zerg has to lose drones for buildings where other races do not (admittedly, terran have to have the scv there to build the whole time, but it is not permanently lost and the bunker build time is considerably lower than spines as I said) - you will always have marines and be building SCVs out of your CC by the time your bunker starts going down. These are all units any basic terran is going to have, so supply isn't really a big deal this early for terran. Zerg on the other hand have to choose between drones and units based on their scouting information - and sacrificing drones for units/static defense/buildings so early in is devastating long-game, while this bunker-rush business is an extremely safe, nowhere near all-in play for terran.

Quicker spine crawlers would break early ZvZ unfortunately (because people will do all-in spine rushes) and burrow/unburrow reduction would do the same (because people will root spines with their army on the creep highway, and they are incredibly effective then - this happened a lot during the beta when the burrow time was something like 5-6 seconds as opposed to 9 currently. Every ZvZ broke down into spine rushes or moving tons of spines in with your army - it really sucked.)

I'm bronze though, meaning my input is worthless.

2
slayinbzsKT Rolster•

I think that the best options here would be:

  1. Get rid of salvage.
  2. Reduce research time of Metablic Boost (Zergling Speed)
5
NiceTryGai•
  1. Eliminate Mule stacking
5
BrandishSlayerS•

something else that may make sense is buffing zergling speed on creep without speed.

1
dr_draik•

Though, to be fair, most of the time you're trying to engage with a bunker, it's off creep...

6
franksterRandom•

disagree

1
illskillzZerg•

I've faced a lot of 2 rax all ins and to be honest I do quite well against them. This is because I ALWAYS use the 11 overpool build. Get Queen on 15. Hatch on 18. And I can have 7 sets of lings out after the first inject finishes. The terrans are usually dumbfounded. If they're not cheesing I got my queen out early so I can drone like crazy and 11 overpool is still a very economical build.

So I'm a diamond zerg (closing in on masters) and I don't think I've ever done a 14 hatch 15 pool, or vice versa. I may have tried it once a long time ago without doing it properly.

5
jell-oRandom•

So you get an overlord on 11 after an extractor trick, then a pool after the next drone? sorry I'm a noob and I don't think I've ever seen 11 overpool before, most Zergs I play do 14pool15hatch.

4
illskillzZerg•

It became popular about 3 months ago and I originally heard about it through psy. Look for some vids with a zerg and eichoic in them and he talks about it a fair bit.

Drone to 11 (use overpool), then get an overlord. Then save 200 for your pool and place it down. Keep building drones until you hit 15 supply. Or I should say until 16 supply but you should have used a drone for extractor around 14/15. At that point your pool finishes. You shoudl have 250 or close to it so buy a queen & ol. A few seconds later you will get another larva. Use it to buy your first pair of zerglings. If they have a worker hovering over the expo use these zerglings to take them out. Otherwise you are free to get your hatch up before they pop out.

2
baqarahTeam Acer•

You go 11 pool and they still try to rush you? This is just retarded.

Why would they? They should just stay at their base, build cc (plenty minerals to do that), go for early expo, gain HUGE eco advantage and 2 base push you.

I am more and more thinking that some of the toss and terrans just 2rax'd and 4gated their way into higher leagues.

1
illskillzZerg•

If they go eco only I can still out macro them and have a better economy than them. Should I choose to make a decent number of zerglings I can also prevent them from expanding.

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jell-oRandom•

Alright this sounds like a much more solid build than 14 hatch to me I'll have to try it out. Thanks

1
sleepydogZerg•

You get enough money while supply blocked at 11 to put down a pool just before your overlord completes. Then you get a queen as soon as you have the money (while still producing drones). From there you can choose to use your extra larvae for workers or units to fend off aggression.

1
t1d_b1t•

Likewise, I'm a big fan of the 11 overpool. I think it's particularly effective against toss b/c it allows me to get the early ling to clear the way for my expo (I use it 100% of the time against toss). Against terran I use it maybe 1/3 of the time, usually on medium distance maps. But if it's a long map I still prefer to try for hatch first, and if it's close I'll usually do the standard speedling opening (14 gas/14 pool). 2.2k diamond, btw.

1
[deleted]•

3.4k masters terran:

I think there should a requirement for salvage, the engi bay. The first time you need bunkers for DEFENSE is generally when you're going for your natural or have your nat and you are trying to protect it. You should have your engi bay by then anyways and this will solve the early game problem without terran losing that ability.

I also think there should be a cooldown on mule calldown (but not on mule and scan, e.g. if you drop down a mule you should still be able to scan but not mule mule). This will make it so that the better terrans who are truly on top of their macro and calling down mules will do better. It's pretty annoying seeing bad players have 200/200 energy on a few orbitals, take a new base late game and mine it out almost instantly. I haven't though too much in to how long the cooldown per OC should be.

Destiny talks a lot about making helions cost gas. I'm not too sure about that one as that's been around since BW with vulture drops.

I also think that there should be an increase in armory build time. Thor rush is still so strong against protoss and you have players that are bad like trump who do it every game against toss and have a 65% winrate v them, while having a 35% winrate v Z, just b/c he thor rushes protoss every game but when playing games that require more micro while macroing and just generally more APM, he loses hard. 30 seconds at first, see how that goes, or just increase thor build time.

Possibly make EMP something you have to research now that khaydirian is out.

5
mahkraFUD•

I think there should a requirement for salvage, the engi bay.

This is a really interesting idea that I haven't seen mentioned before. I kinda like it.

4
warincZerg•

Wow, first Terran I have seen that has actually spoken on balance objectively.

3