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       #Post#: 1275--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: ZergTriumph Date: December 11, 2020, 11:22 am
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       Maybe bring back the fungal growth spell from Wings of Liberty
       or Heart of the Swarm.  Its a good AOE spell and if we use the
       HotS version, it requires some micro to cast accurately and
       doesn't do enough damage on its own to make it game winning.
       It would require terrans to scan and target infestors with
       stasis canon before attacking big spines.
       #Post#: 1276--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Speed Date: December 11, 2020, 12:28 pm
       ---------------------------------------------------------
       ah yes, rooting part of the terran army and dealing 35 dmg seems
       good. We really should have that in zerg hex so you can chain
       fungal balls of marines down :)
       Why don't we also give psi storm and emp to zerg so there is
       some more abilities for them to use. Idk, just spittballing
       ideas.
       #Post#: 1279--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: ZergTriumph Date: December 11, 2020, 2:42 pm
       ---------------------------------------------------------
       You are so fucking toxic
       #Post#: 1280--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Speed Date: December 11, 2020, 2:43 pm
       ---------------------------------------------------------
       Why is spittballing ideas toxic? You do it all the time. At
       least be so fair to call both of us toxic.
       #Post#: 1282--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Turb007 Date: December 11, 2020, 4:07 pm
       ---------------------------------------------------------
       [quote author=deorai037 link=topic=133.msg1260#msg1260
       date=1607675601]
       Hey Turb007, with regards to your statement about "slightly
       above average" players I'm going to have to disagree, there are
       substantially large differences between a player hovering at
       "slightly above average" and a high skill player. I'm actually
       going to make a separate post about this since I think the data
       might be of interest to other people on the forum, but I will
       say that when I play Zerg, I don't find it difficult to crush 3
       slightly above average (60% winrate) players on my half, because
       that usually just means they know the basics of how to play the
       game. On the other hand, two high skill players are highly
       likely to steamroll me if they're both on my half of the map.
       [/quote]
       I think your idea of "slightly above average" is very different
       than mine. Everyone's idea of "average" is different. You seem
       to base it off of win rate which personally I don't really
       like.. They can be altered using game files and if you play in
       groups of "good" people, it's not really a great reflection of
       your personal skill but the skill of the group you queue up
       with. This is why I stated "3 slightly above average terrans =
       2.(some decimal) flawless terrans" so everyone had an idea of
       what I was talking about. But I agree that most players with
       around a 60% winrate are full push overs - can do almost
       anything to them and they turtle/die.
       [quote author=Najdorf link=topic=133.msg1266#msg1266
       date=1607689866]
       Ideally flipping back and forth as they each jump to higher tech
       units.
       [/quote]
       Yes please and thank you  8)
       #Post#: 1286--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Oayoo Date: December 11, 2020, 11:55 pm
       ---------------------------------------------------------
       I'm really happy that everyone understand how strong Terran is
       :) Chem and Firebats were just an anomaly we should fast forget.
       This patch is really great, most of the players are now pushing
       and playing!! light bunker is still possible with a nice set-up
       and i saw some nice ion games.
       Now, we can all focus on the real problem this game had, (even
       before chem/firebat/roaches), which is that Zergs are a little
       too weak.
       Obviously we should not propose early offensive new stuff.
       I will also try to propose some ideas :)
       -Replace tanklings with a defensive spellcaster unit. The spell
       of this unit could be to become a 2X2 wall when used. This way
       you could do lot of fun stuff like blocking the doors of the
       Terrans, or build a simcity to protect your big spine. The unit
       could have an aura that give regen-hp/sec to close buildings.
       That unit would have no damage but lot of hp to drain marines
       energy and be a nice wall. You also could put the wall/unit on a
       spot to deny the Terran from building on it.
       -Give 3 hydras from start to Zerg. I would like to try that. It
       can be dangerous because some guys will use them and try to
       creep rush a player from start which is disgusting. I'm not sure
       about this one to be honest^^
       -Rework the infestors units and put them in an advanced building
       tab. No more energy cost and drone are the builders.
       -Remove the energy system from Infestors and make the transfuse
       cost minerals.
       -Remove the Beastlings from the game and replace them with a new
       spellcaster defensive unit. I think someone proposed lurkers. I
       would like to see that but obviously this unit shouldn't be able
       to be usefull out of creep. and should only be a defensive
       possibility.
       Ok i will stop here, will try to think about other stuff later.
       #Post#: 1287--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Adam Date: December 12, 2020, 4:58 am
       ---------------------------------------------------------
       [quote author=Oayoo link=topic=133.msg1286#msg1286
       date=1607752554]
       I'm really happy that everyone understand how strong Terran is
       :) Chem and Firebats were just an anomaly we should fast forget.
       This patch is really great, most of the players are now pushing
       and playing!! light bunker is still possible with a nice set-up
       and i saw some nice ion games.
       Now, we can all focus on the real problem this game had, (even
       before chem/firebat/roaches), which is that Zergs are a little
       too weak.
       Obviously we should not propose early offensive new stuff.
       I will also try to propose some ideas :)
       -Replace tanklings with a defensive spellcaster unit. The spell
       of this unit could be to become a 2X2 wall when used. This way
       you could do lot of fun stuff like blocking the doors of the
       Terrans, or build a simcity to protect your big spine. The unit
       could have an aura that give regen-hp/sec to close buildings.
       That unit would have no damage but lot of hp to drain marines
       energy and be a nice wall. You also could put the wall/unit on a
       spot to deny the Terran from building on it.
       -Give 3 hydras from start to Zerg. I would like to try that. It
       can be dangerous because some guys will use them and try to
       creep rush a player from start which is disgusting. I'm not sure
       about this one to be honest^^
       -Rework the infestors units and put them in an advanced building
       tab. No more energy cost and drone are the builders.
       -Remove the energy system from Infestors and make the transfuse
       cost minerals.
       -Remove the Beastlings from the game and replace them with a new
       spellcaster defensive unit. I think someone proposed lurkers. I
       would like to see that but obviously this unit shouldn't be able
       to be usefull out of creep. and should only be a defensive
       possibility.
       Ok i will stop here, will try to think about other stuff later.
       [/quote]
       10 people that type on this forum is far from everyone, in game
       still literaly in every match u see at least 1 guy who complain
       how weak terran is
       but yea I agree terran is strong now.... in a lobby with at
       least 2 pushing per side, and  by pushing I dont mean taking
       outer nest bc nobody cares for them but taking big spines where
       most of eco of any competent zerg is
       situation that no matter how much u will keep saying about
       "change in players perspective" happens VERY rarely
       being f2 for 2 min on the start of the game only for my 2
       teammates to establish and never go near big spine is much
       common experience for me
       just now had another of such amazing games, 1,5 min into the
       game - 3 terrans up their ramp
       does zerg need some love? yes, but can it be only buff for his
       defense without giving 2 poor terran stuck with 4 amebas some
       way to do anything? I dont think so
       #Post#: 1288--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Speed Date: December 12, 2020, 7:34 am
       ---------------------------------------------------------
       The game can't be balanced around retards^^.
       I'm playing PvZ2 these days, a game where retards serve the
       purpose of feeding zealot into midgame (15-20min) and then die
       during midgame / shortly later. Then game is decided by the
       skill of the good probes and the skill of the zealot x)
       I don't really think I want to spend much time in a game where
       my reward for being good is to get F2 + a clicked at the start,
       then if zerg has any apm and braincells splits off some units to
       attack my refineries. Followed up by getting the majority of
       units & never really getting to play the game (instead it will
       be tower defense with units), and then I have to wait for my
       likely incompetent allies to do something.
       Yeah, I play in premades, but sometimes you even lose with
       that^^ lol, it's not like we stack 6 heXnab terrans into 1 lobby
       (there isn't even that many active sadly), when playing just as
       duo it's quite possible to lose, especially when being divided
       on top and bottom side of map. Even 3 stack loses sometimes, 4
       stack is boring, pretty much unloseable (remember to have lost
       it once, but it's long time ago when I wasn't as good and we
       didn't bunker vs. roach, but wanted to win with marines...)
       Zerg needs a complete re-design so that smart decisions, paired
       with good macro & micro make a big difference (F2+a-click is a
       good play in current zerg state, but it's totally not something
       I consider "smart" and targetting refinery with a few units
       isn't "good micro" in my book. However I think nobody will
       figure out how to do that, most of the forum content regarding
       balance is:
       -Omg terran OP (especially vets)
       -Omg zerg too weak
       -Omg Roach too weak (it's not, it's still better than primal /
       ultralisk considering how much earlier you get it online, and
       brutalisk is only good vs. vets, not vs. elites)
       -Random ideas / additions that are not very detailed, don't
       really add anything to the game that would make decision making
       / macro / micro a more important. (Guilty of this one myself)
       The only semi-decent adjustment post I've seen was Mett talking
       about powerfield... it is quite strong, seems ok to weaken it a
       bit. I might be biased here, I can take big spine with 40 T1, no
       powerfield, 4-5 casualties, so I don't really care much if power
       field is slightly nerfed, I've started taking big spines without
       it anyways. (Especially vets don't need a power field, because
       their base damage is already 6)
       #Post#: 1312--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: ExtraLemon Date: December 16, 2020, 10:11 am
       ---------------------------------------------------------
       Well, the main issue is that Terran/Zerg doesn't have a high
       enough skill cap to hard carry, no matter how overwhelmingly
       good you are you can't deal with a full map f2 +upgraded
       spawners even if that's all that the Zergs know how to do.
       Similarly, you can be the best Zerg in the world yet be crippled
       by your ally afking. That's really the main issue in my opinion,
       that you can lose to players way worse than you even with very
       good play through no fault of your own. It's better for Terran
       because you have 5 other people, odds are that one of them won't
       sit and die. Even though it's a team game, it's still very
       frustrating to lose games because you have useless allies.
       #Post#: 1318--------------------------------------------------
       Re: How do you feel about the balance of zerghex right now?
       By: Turb007 Date: December 16, 2020, 2:22 pm
       ---------------------------------------------------------
       [quote author=ExtraLemon link=topic=133.msg1312#msg1312
       date=1608135089]
       Well, the main issue is that Terran/Zerg doesn't have a high
       enough skill cap to hard carry, no matter how overwhelmingly
       good you are you can't deal with a full map f2 +upgraded
       spawners even if that's all that the Zergs know how to do.
       Similarly, you can be the best Zerg in the world yet be crippled
       by your ally afking. That's really the main issue in my opinion,
       that you can lose to players way worse than you even with very
       good play through no fault of your own. It's better for Terran
       because you have 5 other people, odds are that one of them won't
       sit and die. Even though it's a team game, it's still very
       frustrating to lose games because you have useless allies.
       [/quote]
       I agree with this and yes, it is very frustrating when you are
       "on a roll" and doing amazing at holding almost all of the
       pressure and still able to do damage into the 15-17 minute mark
       and then you all of a sudden get ROFL-Stomped with a 100% focus
       higher tier unit around the 20 min mark because none of your
       allies have done anything except maybe take their buggos. The
       story is basically the same with zerg except you may not even be
       able to hold your own side because your'e partner thinks that 20
       spires (maybe an exageration) before a spawner is how to get
       good eco.
       However, this IS a TEAM game. You are not supposed to be able to
       hold a constant full map f2 (full map f2, meaning from both
       zergs I assume?). I don't care how good that terran is, they
       should not be able to hold that for very long. This is where
       you're allies are supposed to really do something and get damage
       in. I understand the frustration that often times they don't,
       but again, this is a team game. If none of you're allies act as
       a team then you SHOULD lose, no matter your skill level.
       This seems like an arguement that could be comparable with melee
       2v2's. Sure you can play with random partners, but you have no
       gurantee that your partner isn't actually a gold leaguer who
       just cannon rushed his way to Masters 3 and as soon as that
       doesn't work, he's useless. If you actually want to be
       competetive, find a partner. Or, get out of 2v2 and do 1v1's.
       Maybe some players would enjoy an actual playable 1v1 version of
       hex? I'm not sure, could start a poll or something..
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