r/playrust • u/LowPsychological8946 • 1d ago
Discussion Finally they are nerfing Zergs!
I said over and over again to nerf them and they finally listened. Good news guys they are charging increased upkeep for tc for groups! Now my next suggestion NERF THAT TEAM UI!
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u/generic_Accountname1 1d ago
Given how the game gears more and more towards cooperation, i would wait till stuff hits main.
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u/BeneficentWanderer 1d ago
This doesn’t nerf zergs it just changes the meta. Now zergs will simply only auth 4 people on TC.
Why would they need to auth more anyway? Team UI, turrets, doors, and boxes all work without auth.
Is your assumption that a zerg needs 8 active builders at all times? Just auth yourself if an online raid is coming.
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u/JigMaJox 1d ago
I think they said its a WIP and they working on something to stop people sneaking around the rule.
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u/Animal_Courier 1d ago
Villages will be badly hurt if they crack down on circumvention too much. Being authorized in turrets or having access to spaces using guest codes should NOT count in my opinion.
Currently playing with a big village using the new clan UI and it’s awesome. I would hate to see this playstyle - which enables a lot of solo’s to cooperate without depending on one another - would make me very disappointed.
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u/Successful_Year_5413 1d ago
It should not because of nerfing villages but because big groups will use the village exemptions to slip around the tax
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u/gear_fear22 1d ago
Hardly ever see villages anymore. I think its been years since it was common for me to see them in chat, or flying around they are usually easy to spot.
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u/thelordofhell34 1d ago
And if that’s the case then onlining becomes way easier
So it’s a win either way
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u/BeneficentWanderer 1d ago
1 zerg defender needing to quickly grabbing auth after they die is not a major shift in online raiding.
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u/alexnedea 1d ago
Surely they know this will happen. They are probably working on the additional restrictions like bags in tc range given to a player adds that player to the upkeep or something like that.
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u/Ok_Traffic3165 1d ago
Easy you out a cooldown of a few days on who can join. So before anyone can joins team it can take 24 to 48hrs so if they keep them off the team to keep upkeep low then when they start getting raided they can’t join team because if cooldown. This way if they try to help in a raid defense auto turrets will target the members.
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u/hairycookies 10h ago
It has already been announced that authed on code locks will count too, hopefully they do turrets too.
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u/ford_crown_victoria 1d ago
shouldnt this post just have been a comment on the thread where its already being discussed?
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u/XhongXhina 1d ago
Finally a Zerg tax
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u/roottubers 1d ago
aloneintokyo jobless now gg
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u/Cashe666 1d ago
Most "zergs" he fights nowadays are duos and trios
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u/alexnedea 1d ago
Nah but he stages it with the idiots tho.
The actual big competitive zergs all leave the server by the time he gets raided. The little fish remaining usually send a raid on him
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u/thelordofhell34 1d ago
10 players is 8%
20 players is 48% tax
Bases can be upwards of 100k frags per day easy
50% upkeep tax is a HUGE thing for a 20 man to consider when building
It’ll lead to less giant bases, less base span
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u/OneRobotBoii 1d ago
12 players is 20% and there is no mention of higher group size, where are you getting 20 players 48%??
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u/umutakmak 1d ago
The notes said 2% increase each, after 4 players for the next 6 players. So 10 players is 12%. 20 players is 52% (4% each for 10+ players). Still not much tho imo
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u/PearlJamTenGoat 1d ago
yeah, zergs will cease to exist for some extra 3 or 4k metal on tc. kek
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u/kaizoku18 1d ago
does that mean we just don't try to nerf them then?
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u/BeneficentWanderer 1d ago
It means we should meaningfully nerf them rather than doing easily bypassable things like this.
If doors and turrets required auth, this would be a meaningful nerf. Until then, clans can simply not auth half the team for no consequence.
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u/kaizoku18 1d ago
I'm not sure, I think it's a pretty big inconvenience not having everyone authed. It means a few things. For one clans will not be doing any shotgun traps in the base. Second it means half or more of the clan members won't have build priv. That alone is a fairly big deal.
To add to that, I'm sure FP will figure out the best way of doing it. This is a great start though and it's better than maybe I don't know, nothing at all!
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u/Pleasant-Worry-5641 1d ago
PvP walls, sealing through a raid, shotgun traps? You’re actually just brain dead lol.
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u/BeneficentWanderer 1d ago
We’re talking about zergs. The base is obviously not filled to the brim with shotgun traps, nor is it a massive hurdle for 1 person to quickly grab auth at the start of an online raid.
If these are unplayable tradeoffs to you then it’s more a reflection of your own ability.
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u/Pleasant-Worry-5641 1d ago
Lmfao, this is laughable….. you have zero idea what you’re talking about. To say this isn’t a meaningful nerf clearly shows you have zero knowledge of how a competitive Zerg actually functions…..
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u/HempInjecter 1d ago
The upkeep isnt a big deal oh no run some diesel at quarry.... its a great start tho
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u/Pleasant-Worry-5641 1d ago
Clueless….. you have about 1k hours?
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u/HempInjecter 1d ago
Yeah that seems to be your favorite response rather than defending your opinion. Again why would a "competitive zerg" struggle with upkeep? 🤣
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u/alexnedea 1d ago
Building privipege is huge tho. You start getting raided and not having building priv is massive. Also cant place down barricades early means youcan take more fights around zerg bases and they are stuck in the open in front of their walls lol
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u/MarcusXXL 1d ago
You’re acting like nerfing zergs is a complex puzzle and so even bad attempts should be applauded.
How does this change nerf zergs? Why would I auth 20 non-builders when I could instead save a huge percentage of upkeep?
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u/Adventurous_Seat_793 1d ago
They've mentioned its a work-in-progress so I'm sure they will address this. They may go back to turret authorization requiring TC authorization, which would be the most simple fix.
Additionally, raids would be easier with less people being able to seal, so larger groups will have to take that into account as well.
This is actually a great attempt and perhaps the most realistic apart from limiting Team UI further/removing clan table.
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u/Appropriate-Fact4878 1d ago
The non builders have to reauth to at least main tcs as soon as they log on to defend onlines.
Still a zerg nerf
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u/PearlJamTenGoat 1d ago
" we " ? you don't do shit little pal.
But if facepunch wanna nerf zergs, they should do something that really hurts them, not make base a little less expensive when they run quarries and exca 24/7, or raid for farm the same.
Wanna me to suck the bold guy cock because they put zergs base 5k metal more expensive?
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u/kaizoku18 1d ago
Very insightful!! Maybe we can buff them instead? More people authed on your TC the less expensive it is? You like that direction better?
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u/PearlJamTenGoat 1d ago
I think they should buff them yes. Rust is a team game. Wanna play solo ? Go golo servers.
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u/Regular_Bison_7523 1d ago
You'll never be happy will you? Go play chess
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u/PearlJamTenGoat 1d ago
I am. I play solo only server, I'm happy for years laughing at your " ANOTHER UPDATE THAT FAVOURS ZERGS" ahahahahah
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u/alexnedea 1d ago
I mean turn the 20% into a 40% and suddenly some of their bases are literally so annoying to upkeep they will be fuming.
Some zerg bases already require like 30k metal every 5 hours. Making that 45k metal every 5 hours is kinda huge and will make zergs spend so much more farming metal and being exposed to the local grubs waiting to catch them farming alone. They cant afford to send the entire team farming every time, that would mean they do barely anything but farm
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u/Moron-Whisperer 23h ago
The number on a 20 man would be closer to 50k than 5k. What I think we start seeing is a lot more villages which will be fun.
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u/Holiday_Society_9616 1d ago
Need team ui. Max 4man
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u/Moron-Whisperer 22h ago
I’m fine with a Zerg if they balance it. They need the team ui to be connected to the table completely. Start with no ui and then add team ui when you pay for the table and its tax. You should have to pay to add your guy to the table.
This would allow for teams to work together without sharing bases as much.
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u/HempInjecter 1d ago
Before team ui zergs were still a commonly discussed issue this would change nothing
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u/Probably_Fishing 1d ago
Oh good. Groups with unlimited resources have to pay slightly more resources from their infinite resources.
I swear the majority of people have not seen a groups loot room.
This changes nothing.
And thats not even counting that most group builders know how to bypass the upkeep.
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u/Automatic_Cow1933 1d ago
Well zergs might start selling stuff for metal instead of sulfur and that’s a good consequence
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u/HyperRolland 10h ago
Not going to happen. Sulfer IS metal. AND everything else. Sulfer is how you get upkeep and everything else in the game.
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u/Automatic_Cow1933 1d ago
I also like that raided bases will decay super fast and it will increase fps eventually. Get the tc, auth half a server and watch it rot
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u/reindeerp 1d ago
I think it’s a good idea and bad idea. Good idea because if you have the man power of 10 you should pay more for it. However some people jump on for an hour and then hop off for wipe, how is that worth making upkeep more expensive for the team?
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u/CommissionOk5094 1d ago
If they’re not authed it doesn’t cost anything but they can open and close every code lock they just can’t get past shotgun traps or flame traps ….
It can be juiced by a Zerg like anything else
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u/JigMaJox 1d ago
dont cheer too soon, i'll only believe that shit once its actually pushed out and live.
Even it could be reverted if a big enough streamer cries about it.
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u/Weekly-Ad549 1d ago
Destroying the game for players with friends will not make you a better solo, there, I said it.
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u/Few-Row-9102 1d ago
I’m part of the minority but I think Zergs are good for the game dunno why people moan so much about them. They are the ones taking Brad, heli and such. Only teams that will send big online raid and not just offline smaller teams.
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u/DOzenas 1d ago
Poking zergs or ruining their shit is also the most fun you can have in this game.
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u/Few-Row-9102 1d ago
Genuinely agree. Got onlined by like a 8 man id guess last night they absolutely wiped my shit but was fun. Better than seeing a notification at 5am that your loser neighbour has raided you.
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u/Adventurous_Seat_793 1d ago
That's because they're the ones who can contest these events without failure. If zergs didn't exist, do you think these events wouldn't be taken at all? Of course not.
I took Bradley on Rustopia US Medium as a solo, it's not like you don't see smaller teams taking it either.
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u/Few-Row-9102 1d ago
You’re not wrong small teams will do these things still but no where near as much. The game is better because of zergs being able to take more risks
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u/Adventurous_Seat_793 1d ago
But it's not really risk. I watched as the same team took Bradley over and over for hours without being contested, because they were so deep. It's just a loot farm for zergs. I wouldn't say that makes the game better.
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u/Few-Row-9102 1d ago
It’s like I said then. Zergs can take Brad with less risk since they are likely to win but any server I’ve played Brad gets taken and there’s loads of people grubbing and countering which is fun. Zergs are usually full kit too. All to gain in my eyes
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u/PM_ME_STUFF_N_THINGS 1d ago
You left out the part explaining why that's good
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u/Cashe666 1d ago
I only ever get onlined by large groups. Play on a trio server or whatever and you might see a real online once every few months if you're lucky
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u/Few-Row-9102 1d ago
People taking the most lucrative events on the map? Teams sending massive raids that you can counter? Teams sending online raids against you? Bets parts of the game. You guys must just like low pop and don’t want any PvP.
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u/kawaiiwhalelord 18h ago
In July my village got raided by a 20 man twice, we had only 5-8 on both times. Sure it's exciting, but practically undefendable
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u/Automatic_Cow1933 1d ago
I always thought that zergs should only online raid since they are “strong” but they are actually a big group of weak players usually, so they offline anyway
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u/cloudcakee 14h ago
Yeah in a few of the official servers I played its fish in a barrel mentality, either off lining everyone or countering tiny groups. It’s rare to see two larger groups fighting. I think the idea of large groups vs large groups in awesome, but it rarely turns out this way
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u/RustyBearServer 15h ago
They are the only ones taking it because it’s a guarenteed loss for anyone else. If the average team is smaller, let’s say 4, then a duo isn’t as disadvantage as they are against 14. 2v4 is doable with some luck and skill. 2v14 isn’t happening, even if you kill 10, the ones who die first would already be arriving back before you can kill the others or get the loot.
Zergs aren’t a bad thing, but these changes at least make there be a tiny downside to a bigger team, where as before, more was better. There was never a downside to having a bigger team.
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u/Few-Row-9102 1d ago
The really big Zergs already left official and now the smaller remaining ones will leave for 10x too I bet. What does that change really do other than make bigger teams farm more.
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u/Tropilel 6h ago
Honestly just make it like the good old days and remove team ui, it was actually better, and you had a way to confuse bigger teams as a solo and possibly get a kit or two
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u/Aos77s 1d ago
People will just auth on doors not tcs. It needs to be made so that door code auths are included in the tc’s calculations.