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       #Post#: 123--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 9:35 am
       ---------------------------------------------------------
       If you think vet / elite is good you clearly don't know how zerg
       hex works.
       Since I've played a few games with you I think that's the case
       x)
       And never call me salty again please, you ragequit the game
       after losing a wave of drones to ground pulse.  ??? ???
       #Post#: 126--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: GrumpyKitten
       Date: November 8, 2020, 10:02 am
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > If you think vet / elite is good you clearly don't know how
       zerg hex works.
       >
       > Since I've played a few games with you I think that's the case
       x)
       >
       > And never call me salty again please, you ragequit the game
       after losing a wave of drones to ground pulse.  ??? ???
       >
       --- End Quote ---
       Ad hominem instead of reaction to my points...
       Yikes dude
       #Post#: 127--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 10:31 am
       ---------------------------------------------------------
       standard battery can do pretty much whatever advanced can do...
       You want elaboration on T1 vs. T2?
       2x dmg for 3x price and more energy required to fire weapon (aka
       more generator needed, so even more minerals needed)
       I'm sorry, but if you cannot see such basic things yourself, I
       thought about doing tutrials but decided not to, and I'm not
       gonna type out a tutorial for 1 person on a forum.
       #Post#: 129--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: GrumpyKitten
       Date: November 8, 2020, 10:55 am
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       > standard battery can do pretty much whatever advanced can
       do...
       >
       > You want elaboration on T1 vs. T2?
       >
       > 2x dmg for 3x price and more energy required to fire weapon
       (aka more generator needed, so even more minerals needed)
       >
       > I'm sorry, but if you cannot see such basic things yourself, I
       thought about doing tutrials but decided not to, and I'm not
       gonna type out a tutorial for 1 person on a forum.
       >
       --- End Quote ---
       I wanted elaboration given that T2 is "desperation and useless".
       Basically you just said exactly what i did: T2 is needs a lot of
       eco to get, and to upkeep. T2 needs buff.
       You see you agree, but you choose to throw insults. This shows
       how insecure your character is.
       --- Quote ---
       > Terran has a lot of useless shit, too.
       >
       > -Veterans (desperation unit. Inferior to T1 in pretty much
       every regard)
       > -Elites (for the most part)
       --- End Quote ---
       I mean you argue that it is useless, when it is not. It's just
       not a 16 minute unit like roach.
       If roach gets delay, and T2 gets buff, it is fine.
       Regardless it is far from useless.
       Whatev buddy. I see the 2 main issue is that it's MUCH easier to
       turtle as terran, and the roach power spike on zerg.
       Terran needs some motivation to push, some argued that buggo
       should be needed for building chem plant. This may work, but
       it's really easy to counter with killing your own nexus as zerg.
       Maybe some map rework could do it: side gases that are blocked
       should be inbetween terran and zerg. almost as part of the zerg
       base, or even like that.
       If terran push -> they get better eco. But this can only be
       achieved by a major map rework. Maybe not even a good idea.
       Edit after your last comment:
       I'm not goona feed a lowlife like you with more comments. You
       tried to argue with me, not the other way around.
       You actually made the same point that i did, but choose not to
       agree, instead used ad hominem.
       And even tho im pointing out that we agree you just spew this
       shit. i mean... i feel sorry for you. go see some doctor  :D :D
       :D
       #Post#: 130--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 11:27 am
       ---------------------------------------------------------
       Insults? Oh buddy you haven't seen me insult, oh wait you did,
       ingame, but not on this forum yet...
       Whatever, you are the kind of low tier player that I just don't
       want to argue with, and this might get me some criticism, but
       no, I do not have to argue with everyone and I don't have to
       respect everyone.
       You can call me stuff like "tryhard" and "elitist" and whatnot,
       it doesn't change the fact I am indeed the better player.
       #Post#: 132--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Mett Gaming
       Date: November 8, 2020, 12:05 pm
       ---------------------------------------------------------
       T1 Marines deal 4-5 dmg with dmg_up and in armory so that is 2-3
       dmg to roaches. Roach has 90hp so it takes 30-45 shots to kill.
       that translates to 30-45 energy. Conservation 1 halves that to
       15-22,5.
       T2 Marines deal 7-8 dmg which is 5-6 dmg to roaches. It takes
       them 12-18 shots or 24-36 energy. Conservation 1 reduces that by
       a third so it's 16-24 energy.
       Yes shattering is a thing. Add 1 dmg to T1 and T2 because if I'm
       correct armor still applies to that so they both deal 0.5 per
       shot, conservation etc.:
       T1: 11,25-15 Energy/Roach
       T2: 13,3-16 Energy/Roach
       first value is with armory buff
       Conclusion: for tripple the cost of the marines you get about
       the same results and Mett gets another idea for a video.
       The pleasure was mine.
       #Post#: 133--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: elon.schools@yahoo.com
       Date: November 8, 2020, 12:05 pm
       ---------------------------------------------------------
       So from what I have been seeing is that heXnab people dont like
       the current game where there is alot of different tools terrans
       can use to win vs old version which only had marines.
       Simple solution to this would be to make different modes for the
       game. 1 mode would have it so you could not unlock chems and
       things they think it does not need. And the other would be like
       the game is now where there are many tools to fight zerg, with
       changes to the current units/troops eg. hydras and strikelings
       doing less to structures vs armored.
       #Post#: 134--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Defiantnight
       Date: November 8, 2020, 12:15 pm
       ---------------------------------------------------------
       I'm very, very new, so I probably don't know what I'm talking
       about (I didn't even know there was an ion cannon till a few
       days ago) but I thought I'd bring up something I'd seen
       elsewhere. I remember reading somewhere a couple zerg players
       being upset with the current iteration of the stasis missiles.
       I believe the post was something like they freeze zerg units for
       so long that the terran regains more energy than they spent to
       fire it in the meantime, while zerg lose all the pressure of the
       frozen units, leading to a loop of stasis missiles, and if all
       the terran are doing it you have no units.
       Has anyone experienced this? I haven't seen it yet, I think I've
       only seen a stasis missile swarm launched once in all the games
       I've played
       #Post#: 135--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 12:40 pm
       ---------------------------------------------------------
       --- Quote from: Defiantnight link ---
       >
       > I'm very, very new, so I probably don't know what I'm talking
       about (I didn't even know there was an ion cannon till a few
       days ago) but I thought I'd bring up something I'd seen
       elsewhere. I remember reading somewhere a couple zerg players
       being upset with the current iteration of the stasis missiles.
       >
       > I believe the post was something like they freeze zerg units
       for so long that the terran regains more energy than they spent
       to fire it in the meantime, while zerg lose all the pressure of
       the frozen units, leading to a loop of stasis missiles, and if
       all the terran are doing it you have no units.
       >
       > Has anyone experienced this? I haven't seen it yet, I think
       I've only seen a stasis missile swarm launched once in all the
       games I've played
       >
       --- End Quote ---
       I've seen a post about that on the zerghex wiki, but stasis
       lasted 2minutes (now it lasts 40seconds). Stasis can really grab
       a lot of units, but if your gonna F2 your roach ball (that's
       usually how the really big stasis cannons happen) you might as
       micro your units out of the area, so not as much is frozen... I
       never make roach, only brutalisk, and I've perfectly dodged
       stasis cannons with 0 brutalisk frozen... of course zerg  can
       only pay so much attention to micro, but especially in the
       situations where terrans can freeze a serious amount of army it
       should be somewhat expected of you to watch your units.
       My biggest issue with stasis is the "traitor stasis"... stasised
       units block construction of buildings and raise of gate... when
       getting pushed back and someone fires a stasis and blocks your
       choke with stasised zerg... that's a "traitor stasis" x)
       (similar thing with stasising infused roach... NEVER stasis
       infused roach, the aura will continue to deal dmg^^)
       #Post#: 136--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Ecanos
       Date: November 8, 2020, 12:48 pm
       ---------------------------------------------------------
       --- Quote from: Defiantnight link ---
       >
       >
       > I believe the post was something like they freeze zerg units
       for so long that the terran regains more energy than they spent
       to fire it in the meantime, while zerg lose all the pressure of
       the frozen units, leading to a loop of stasis missiles, and if
       all the terran are doing it you have no units.
       >
       > Has anyone experienced this? I haven't seen it yet, I think
       I've only seen a stasis missile swarm launched once in all the
       games I've played
       >
       --- End Quote ---
       yes, the production has limit of 1-4 units (spawner torralisk 1,
       rest 2-4)
       yes, if you freeze all, you could attack more easy. but, mostly
       scared, and last defending is the Stasis.
       Stasis costly mostly more as it use. (only if you hit the
       complete area ) (buts its your safety)
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