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       #Post#: 137--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 1:02 pm
       ---------------------------------------------------------
       --- Quote from: That Strait Smith link ---
       >
       > 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.
       >
       --- End Quote ---
       Not everyone that wants to have marine based play is a hexnab.
       I think 2 modes is a bad idea, this isn't some huge game with
       545757564674645788 player base, essentially splitting the
       community is not gonna do well... have you ever tried hosting a
       pre-picked lobby? The only thing in pre-picked is the fact zerg
       will premade / there will be a 3+ terran premade, and that is
       already enough of an issue to make a lot of players not play XD
       If there were 2 modes, 1 would be much less played probably, and
       the players that prefer the unpopular version will play the
       popular version sometime because they are bored of long waiting
       times, but they'll be pretty unhappy cause it's not really what
       they want to play, but it's the only thing played.
       T1 is just how the game works. Terran shouldn't have tools to
       overcome eco zerg, but sadly they currently do (damn cow +
       chemical + firebat spam lol)
       Have you ever played a terran that ions you at 25min and
       immediately follows up with a 70 firebat push? It's not very
       cool, luckily I'll never play against that terran cause it's
       myself, but any hexnab could easily do it^^ It's really not how
       the game is supposed to work. Firebat simply ignores all micro
       and all energy management, which is what makes this map so
       unique and challenging to play.
       You all just want to play your lazy 40apm firebat BS... and you
       say it's OP and needs to be balanced, but deep down you just
       hope it will get a small nerf, but will still allow you to
       effortlessly win your games. There's enough lazy games out
       there... try playing protoss on 1v1 ladder, I think you might
       like it.
       If firebat was deleted, along with italis and chemical,
       ultralisk would be meta again, zerg can build ultralisk in
       ~15minutes when focusing on eco... this is before most players
       really develop lethal potential with T1, so while you all
       complain about T1 not having a counter (or at least ZergTriumph
       is), removing the stupid things in terran's arsenal would
       actually allow zerg to tech into an extremely lethal T1 counter
       and win games with it.
       But yeah, let's just keep all the options for terran, so zergs
       best (rather easiest) option is to mutilate economy in favour of
       quickly amassing a roach army...
       #Post#: 138--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: RickSanchez
       Date: November 8, 2020, 1:07 pm
       ---------------------------------------------------------
       I want to agree twice
       #Post#: 139--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Adam
       Date: November 8, 2020, 1:29 pm
       ---------------------------------------------------------
       speed please be so kind to chill a little with those opinions
       how everyone who defends fire bats is 40 apm lazy noob, wmaster
       wanted this forum to not get personal and u are making it rly
       hard to not say some stonger words
       and I also never played vs terran who ioned me on 25 and then
       pushed with 70 fbs, but I played against u, if I remeber
       corectly last such game was u barly making this your t1 push
       only to lose half your rins to 5 festors on big spine and later
       dying to infused so again pls come down from this high horse of
       yours, u may be good player but if u think other side of this
       discussion is pure noob one then u are mistaken
       #Post#: 140--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: elon.schools@yahoo.com
       Date: November 8, 2020, 2:02 pm
       ---------------------------------------------------------
       Speed, I agree with you on that one would be less played.
       However, what you and others who played in "the good 'ol days"
       where it was just T1 pushes and you only had like 15-20 minutes
       to win before zerg just ended everything will effectively shoot
       the games growth in the foot. And the reason, because its going
       to become the same thing over and over and over again where only
       a few people will play it at all and your wait times will soar
       to even longer wait times. You will lose the new players who
       keep coming in, at that point might as well just stop developing
       the game because something added was "overpowered". If chem and
       bats get removed because they are op new players would either A:
       need to watch all the guides to play B:get taught throughout the
       game. which both would pretty much kill any new players from
       staying. Removing would also remove over half the current player
       base, which would make wait times become quite long, unless you
       got together with a group of friends who you play with. In zhex
       current state for the skill that the average player has the
       current state is honestly not terribly unbalanced. Firebats are
       quite a bit too tanky for 15-16(or 18) minutes where they should
       start showing up if there is a good zerg, which zerg should have
       some ability to help counter them which it does not really have
       at that time unless you rush strikelings and +2 attacks. if a
       terran is left alone and makes 12-13 minutes firebats, then its
       100% the zergs fault for not hitting them once. to make 12-13
       minute firebats you have to sacrifice almost all your defense,
       just a little pressure and they will break or have to build more
       units which stops early firebats.
       On  the topic of chems, I do think they are powerful but they
       are also expensive to get, they cost 800 min and 700
       gas(counting tech). The current output of them are
       2.5/5(output/seconds)[30/minute] per a square. do they need a
       nerf? yes, if you increase theirs size to a 3x3
       (1.11.../5)[13.3.../minute] that would limit how many can be
       built in base without shooting your min income in the foot. This
       would put them to about 4 chems in base, which would also knock
       down their min income by 5 farms as well limiting their eco
       potential rather than making like +6 in base. just by increasing
       their size you can effectively limit their output per a square
       by over half. Now if you decreased their production, by every 1
       gas per 5 sec that you drop it they lose 12 gas per a minute
       which is at current base 120/minute. either of these could drop
       chems to being less useful then thay are currently. As of now
       you have to wait for about 1 2/3 minutes before the chem pays
       off its gas cost.
       As for getting ultras in ~15 minutes, I dont think thats
       possible unless terrans leave zerg alone and even if zerg did
       get them at that time their eco would be garbage. most people
       are just getting roaches at ~15 minutes and any who make roaches
       at 12 just dont have much eco.
       on to my opinion of T1 marines. T1 is most cost effective per
       damage and energy consumption, however there comes a point you
       cant stack any more T1 marines into you armory buff range and
       then they become meals for roaches and bigger units. This is the
       point you should start looking to go for higher tier of marines.
       As for pushing with them, due to infestors having transfuse
       now(heard from an older player about them not having it before)
       a good zerg wont lose his big spines because you came at him
       with T1 marines. I have seen 20 bubbled T3 marines die to a big
       spine because the person had enough infestors to keep it healed.
       With T 1 doing alot less damage than T3 the zerg will have
       plenty of time to keep it alive killing all your marines you
       sent out. At this point you need a lot of coordination from your
       team to even take 1 big spine. with needing to kill atleast 3
       big spines to kill the zerg this will become impossible to kill
       zerg after 20 minutes (if zerg is good) without chems to boost
       your gas income for upgrades. The reason for this being a good
       zerg wont let you get side gasses without a fight and 90% of the
       time will either kill hive early to prevent you from taking
       buggo or snipe it so you dont get buggo. then you gas income
       caps and your game is over might as well just leave like
       RickSanchez does.
       and as for my comment "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." I have yet to see 1 heXnab person say they like
       the variety thats currently in the game and to just nerf some
       things. but instead all I have seen is them saying to go back to
       only T1 pushes and if that does not win then just lose. And yes
       I have seen others saying chem and bats are OP but they dont say
       removed them, they just say nerf them or make counters to them
       for zerg.
       #Post#: 141--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 2:43 pm
       ---------------------------------------------------------
       This is so wrong. Just so wrong it's horrible.
       Completely posting beside my points (I said you can make ultra
       if you remove all that crap like firebat and italis, hello????)
       and you say ultra is shit... ultra was META before all this
       stuff got added...
       And then you spout some more non-sense that wasn't really the
       topic
       Ah, anyways, I'm super tilted right now cause
       qwecqrwerwerwtvqrbzn 12/27 terran told I suck xd (he won't be
       1/10 of my skill in his entire, hopefully very short, zerg hex
       career)
       yeah, you can use T2 if you're rich... I did just play a game
       where I had to use them... keep in mind I already cleared 2-3
       big spines by the time I really got serious T2 numbers
       though...^^ Space efficiency is a thing, but if you let zerg get
       to the point that they can overpower 50+ T1 you are in a bad
       spot (or at least you made zerg convert most their supply, in
       which case you're in an acceptable spot, but pushing will be
       very hard)
       #Post#: 143--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Speed
       Date: November 8, 2020, 3:00 pm
       ---------------------------------------------------------
       I'll try to not look at forum anymore. We said what we wanted to
       say, and as expected, the casuals have a very different...
       opinion (hexnab bad, T1 bad lmao)
       It's on Wmaster to decide what he wants to do, it should be
       pretty clear at this points that veterans and casuals cannot
       both be happy...
       I don't really care tbh... I'm very unhappy with where zerg hex
       is at right now, full of noobies and bad players that cannot
       pull their weight (funny, Adam doesn't like those either, nobody
       really does, but it's always the other guys who are a failure to
       their team) and full of zerg that spam the terran they consider
       most dangerous to death... and then they make roach off of 1k-2k
       income each and get the upgrades and pushing becomes impossible
       and then you walk into a long and boring ion game x)
       And then you go on a forum and people want all kinds of stuff,
       but please no simplification of the game, because a simple game
       cannot be good xd
       Even without firebat there's still different things terran can
       do... e.g. reaper + shock or just pure shock (I always wanted
       to, but never got around to do a 40 shock trooper build that
       aims to snipe hive at ~12min)
       Whatever, what has been said has been said, changes will come
       and we'll see what happens.
       One last thing; I really love the auto-rallies as side terran...
       it's actually gotten easier to play the first ~20seconds of the
       game which is funny... middle is still kind of hard though (the
       old issue, too wide, too close to 8 other starting spawners^^)
       #Post#: 144--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Adam
       Date: November 8, 2020, 3:07 pm
       ---------------------------------------------------------
       and once again - different opinion from yours - must be
       casual...
       #Post#: 146--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Oayoo
       Date: November 8, 2020, 10:23 pm
       ---------------------------------------------------------
       I will try, as one of the founder of heXnab to make clear some
       stuff^^
       First, you guys should ignore speed taunts, haha, he is a little
       salty. If he offended you, be sure that all heXnab members are
       really sorry !!!
       Now i will try to answer to the stuff i saw:
       --- Quote from: That Strait Smith link ---
       >
       > As for getting ultras in ~15 minutes, I dont think thats
       possible unless terrans leave zerg alone and even if zerg did
       get them at that time their eco would be garbage. most people
       are just getting roaches at ~15 minutes and any who make roaches
       at 12 just dont have much eco."
       --- End Quote ---
       It is possible to have ultras around 15 min with approximatly 3K
       income for each zergs (6K income together) if you use the
       "sharing money strat". (kinda a secret advanced strat :3 ask me
       for details!!!!)
       --- Quote from: That Strait Smith link ---
       >
       > I have yet to see 1 heXnab person say they like the variety
       thats currently in the game and to just nerf some things.
       >
       --- End Quote ---
       Everyone at heXnab like variety of contents !!! Each time
       Wmaster did a new patch, i was really happy. But after playing
       them for a long time i sadly had to accept that the new stuff
       wasn't working :(
       Don't misunderstand my point. I want new contents !!!! Most of
       the time, i couldn't even play the new units/tech because they
       were just less efficient than the already existing stuff.
       It is really frustrating to see people enjoy new contents when
       you can't have fun with it because you understand how useless it
       is.
       To resume, before doing new contents we need to fix the game.
       Then let's add balanced contents i will LOVE IT !!!!!
       Every patch Wmaster did since the Omegalisk patch (before Italis
       were added) most of the time added useless stuff. (Italis, chem
       plant, firebat, infestor units...) These units/tech don't help
       you win the game. They make you loose time thinking you are
       doing clever stuff while you forget the point of the game: make
       fast damage to the enemy Zerg to stop him from doing economy
       because if Zergs have economy, u dead bro haha x)
       --- Quote from: That Strait Smith link ---
       >
       > However, what you and others who played in "the good 'ol days"
       where it was just T1 pushes and you only had like 15-20 minutes
       to win before zerg just ended everything will effectively shoot
       the games growth in the foot. And the reason, because its going
       to become the same thing over and over and over again where only
       a few people will play it at all and your wait times will soar
       to even longer wait times.
       >
       --- End Quote ---
       Zerg hex was popular before all these patches. It wasn't just t1
       pushes x)
       If you remove Chems and Firebats, you can still do:
       -push reapers (for new players)
       -push trooper (not the best but possible)
       -push marines t1 (vets are way too bad)
       -waiting t3 marines (if you like to push late). If you think
       about it, T3 marines should be the actual Firebats^^ doesn't it
       make more senses ? Sadly right now Firebats are stronger than T3
       marines and cost less LOL.
       -Ion canon (Ion canon is really a good thing as an ultimate
       trump card if everything else failed, and yeah i like a "bunker"
       tech like this even if i'm from heXnab because Ion canon has a
       clear purpose and is a clever technology!!!)
       -You can also bunker and play a support build to supply energy
       to your pushing mate !!!! (this doesn't exist anymore because of
       Firebats).
       --- Quote from: That Strait Smith link ---
       >
       > on to my opinion of T1 marines. T1 is most cost effective per
       damage and energy consumption, however there comes a point you
       cant stack any more T1 marines into you armory buff range and
       then they become meals for roaches and bigger units. This is the
       point you should start looking to go for higher tier of marines.
       >
       --- End Quote ---
       This is one of the problem of this patch i explained previously:
       Roaches counter t1, t2 and t3 marines. so the meta right now as
       Terrans is to start bunkering as soon as we see Roaches. Then we
       have 3 choices:
       -going Firebats (easiest and strong way)
       -going t3 and try to push (suicidal way if only 1 or 2 Terrans
       do that)
       -going ion (safest and strongest way, you only need 2/3 Terrans
       doing that to 100% win)
       T1 should be able to contest roaches at least and start to be
       weak against primals.
       Why is Roaches stronger than Primals, Ultra and sometimes even
       Brutalisks ? Again i already spoke about this previously so you
       can return to the start of this thread.
       We are not here to say:" make T1 super strong.
       We are here to say:" there is a problem with this, this, and
       that. Buff/nerf can work but the best way to balance is to
       create a purpose for the units with clear strengths and
       weaknesses !!!!
       #Post#: 148--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: redryn
       Date: November 8, 2020, 11:02 pm
       ---------------------------------------------------------
       I don't quite understand all the complaints about firebat OP.
       Yes it's a strong unit, but is it OP?
       If firebat were that OP, why are people still using marines to
       push etc? Everyone would be going straight for firebat build.
       IMO, the reality is this:
       1. Firebat push at 12min is only possible if the zerg is a
       newbie and has no idea how to pressure the terran (terran needs
       to take 3+1 gas, and spend minimum minerals on defence - if not
       they can't afford chem). In which case they deserve to lose.
       2. Firebat push at 16min: Either you did ok with your defence
       and holding 3(+1) gas (in which case the zerg is losing already)
       and you have a fair amount of marines and energy ups (in which
       case you might as well push with t1 marines), or you decided to
       turtle on 1(+1) gas. If the former - zerg is already losing. If
       the latter - why can't you counter it? By 16 min you should have
       infestors (who should have been able to feed off the turtle 1+1
       gas terran, either having tons of energy OR forcing him to spend
       his minerals to defend and therefore delay his firebat push even
       further), so you should be able to hold big spines easy + you
       should be maxxed on strikelings by expecting this kind of push.
       A firebat push is ok to maybe get the nest, but they'll not be
       able to break big spine and they will lose everything to
       strikelings. A few atk upgrades is sufficient, just to get the
       damage past the 10 armor. By 16 min you should have been able to
       get spd 1 + 3-5 atk ups. If all the terrans are turtling then
       you can go full eco and be even faster - some will probably die
       to ravators at t2, infestors can hold big spines vs small fbat
       pushes (say up to 10), and you should get a few more atk ups so
       fbats can't just ignore units and walk to buildings. A constant
       stream of strikelings cleans up fbats extremely fast.
       If the complaint is 3 terrans all doing it - well, if 3 terrans
       all do marine push you're dead also anyway. Zerg can't beat 3
       terrans who are all decent.
       I can see some minor tweaks to weaken fbats a bit (say changing
       the armor so hydra/strike can kill them easier) or reduction in
       their hp by 10-20%, but I don't think they break the game.
       #Post#: 150--------------------------------------------------
       Re: Zerg hex main problems in current patch.
   DIR By: Oayoo
       Date: November 8, 2020, 11:52 pm
       ---------------------------------------------------------
       I explained why, u just have to read the thread :)
       Defensive build doing more damages than aggressive build with
       less risks. And it is easier to transition into bunker/ion canon
       game which is cancer x)
       Obviously we are speaking about how good players will be able to
       abuse it, not how new players will sadly fail the op timings.
       reapers will be enough to stop infestor from feeding himself.
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