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       #Post#: 1360--------------------------------------------------
       Re: Changes Take 2
       By: Oayoo Date: December 17, 2020, 3:45 pm
       ---------------------------------------------------------
       I want to know too :)
       #Post#: 1370--------------------------------------------------
       Re: Changes Take 2
       By: Zergie Date: December 18, 2020, 8:30 am
       ---------------------------------------------------------
       Regarding the changes, I think buffing rarely used
       units/playstyles and nerfing units that are always used is a
       usually a good idea. It changes things up and its like it is a
       new game.
       I really like the new zerg base as it gives an almost defeated
       zerg the ability to turtle and to not lose highground buildings
       to scans. It makes for an interesting comeback. Maybe give zerg
       something like a void thrasher when zerg has no low ground
       structures as suggested in another part of the forum as the
       counterpart to ions.
       For hydras, maybe we can make the +3 take a cumulative time
       slightly more compared to previously at maybe around 300 sec.
       For big spines, maybe transfuse can be set to autocast on
       selected infestors when they are within a certain range of a big
       spine so that zerg can micro their big spines to hit the center
       of the marine ball. Spines could also have a temporary weakened
       state when its hp drops to 0 which can be revived by an infestor
       transfuse within around 2~5 sec. This also helps against
       multiple terrans pushing simultaneously. As demonstrated
       excellently by Speed, with good micro, marines don't care about
       the spine damage/splash. Maybe spines can have a state to attack
       the furthest unit instead of the nearest (Looking forward to
       Speed coming up with a new micro technique for that :)
       For the yard, maybe allow high ground gas to produce gas around
       after ~20 minutes as that is the usual time that terrans start
       getting pushed up ramp even if they had already pushed out early
       game. For low ground, if it actually is bad for the player base,
       maybe make it produce gas only after ~10 minutes as an
       additional source of gas.
       For the blocked gases, I think its only the 3 outside the base
       that cannot be destroyed, so you still can get the other 2
       gases. Maybe remove vision for the zerg from those gases so that
       its easier to sneak in the other 2 gases.
       Regarding my playstyle, I have already gotten used to pushing
       out all the time. Early game for me now is all about how greedy
       you can go with fruit farms/killing back rocks/making fewer
       marines/more gen upgrades and upgrading gas. Then, get buggo and
       spire at 11 minutes and then make tech lab to get big spines
       (not that confident in my micro yet). If too many infestors are
       ready, upgrade to veterans. Then start killing the zerg economy
       and then finish the zerg. That is pretty much how I have been
       playing every single game in this patch. If I have a terran who
       actively pushes on my side, we usually win.
       As zerg, I will first f2 mid, then instantly give control to my
       ally and money for his first supply upgrade so that we can
       establish a shared economy. Get armor 1 at around 11 minutes as
       well as infestors. Then use infestors to feed off the terran. I
       will then make infused and go from there. I know I will most
       likely lose in the event that at least 2 terrans on a side know
       how to push big spines, so I always play with the expectation
       that I am going to lose.
       If I get new team mates, I will give them pointers (the advance
       ping is really helpful) and treat it as sharpening my skills as
       I learn more from my losses and if I do win, I will just be
       happy and play another game until I lose. There is always
       something new to learn in every new random situation (including
       the randomness of team mates) which makes this game addicting
       for me.
       I'm excited for this new patch. Thank you WMaster for taking our
       feedbacks and continuing to improve zerg hex.
       #Post#: 1372--------------------------------------------------
       Re: Changes Take 2
       By: ZergTriumph Date: December 18, 2020, 9:20 am
       ---------------------------------------------------------
       [quote author=Zergie link=topic=138.msg1370#msg1370
       date=1608301827]
       Regarding the changes, I think buffing rarely used
       units/playstyles and nerfing units that are always used is a
       usually a good idea. It changes things up and its like it is a
       new game.
       [/quote]
       Then tanklings and beastlings should not be buffed, since every
       nub spams them.
       WMaster should actually be nerfing roach and buffing primals and
       ultras.
       #Post#: 1375--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 18, 2020, 10:28 am
       ---------------------------------------------------------
       [quote author=Zergie link=topic=138.msg1370#msg1370
       date=1608301827]
       For the blocked gases, I think its only the 3 outside the base
       that cannot be destroyed, so you still can get the other 2
       gases. Maybe remove vision for the zerg from those gases so that
       its easier to sneak in the other 2 gases.
       [/quote]
       ... Yes, those 3 gasses are the ones we are referring to when
       talking about invulnerable gasses, as they are the only
       invulnerable gasses. We are fully aware that there are gasses
       that are blocked from begin, which can be unlocked, so we talk
       specifically about the ones that are invulnerable sealed when a
       terran dies...
       For additional questions email CaptainObvious@gmail.fml
       Can't stop making cheeky comments when there is posts like this.
       Just be glad I will ignore the other parts of the post.
       #Post#: 1378--------------------------------------------------
       Re: Changes Take 2
       By: WMaster Date: December 18, 2020, 11:13 am
       ---------------------------------------------------------
       There are quite a few who dislike the general direction this
       patch will take. However, implementing a more improved version
       of what was taken away from players during last patch was the
       main priority. This includes some form of investment for the
       later stages and a different attack option while trying to avoid
       the main pitfalls of previous implementations. I get the
       impression that the sheer thought of allowing such playstyles is
       disliked, while I think it shouldn’t have much impact on how one
       gets to play their current playstyle, just allowing another. The
       previous changes did however have much impact to some peoples
       playstyles and I can understand if they disliked that. If
       someone likes to know what I think about how the game should be
       played, then I would say: is a way you like to, preferably
       choosing from many different options, which is then what should
       be provided. But some do not share this vision, which is
       alright, but you may expect to be disappointed from time to time
       if that’s the case. I would imagine if your playstyle were to be
       stripped, you might dislike that too. It’s why I try to keep
       them intact. Of course balancing those options is key, and there
       will be plenty of time for that as long as I remain active. It’s
       just that for this change it was not the highest priority.
       On to things I might change from the proposal after reading
       reactions.
       [1] Reaper +1 damage from Penetrating Laser seemed not so good,
       deduced by Turb007, as it would become even harder to keep
       players from addition gasses. I would like to know how others
       think of this before dropping it. I feel like it may still be
       alright, as reapers are primarily defensive, while there is need
       for Terran to play an offensive role. Of course additional
       gasses may help with offense too.
       [2] Several disliked the idea for the Defender +4% damage
       reduction. Informed was that it’s still quite defendable without
       it. It wasn’t a major adjustment, but I’ll drop it from the
       changes for now.
       [3] Firebats 500 health seemed too much, proposing to make this
       400. Unupgraded then remains at 200.
       [4] I hadn’t much thought about Infestors becoming a problem
       with the decrease in cost of Armor 1. There has been suggested
       to reduce their off-creep movement speed to prevent early harass
       becoming a major threat. Also to not drop the cost to as much as
       400. I'm thinking to reduce Armor 1 cost to 500 instead, and to
       reduce Infestors’ movement speed off-creep from 2.5 to 1.9.
       Thanks all for the feedback. I'm glad some did in fact like the
       proposed changes.
       #Post#: 1379--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 18, 2020, 12:02 pm
       ---------------------------------------------------------
       [quote author=WMaster link=topic=138.msg1378#msg1378
       date=1608311619]
       There are quite a few who dislike the general direction this
       patch will take. However, implementing a more improved version
       of what was taken away from players during last patch was the
       main priority. This includes some form of investment for the
       later stages and a different attack option while trying to avoid
       the main pitfalls of previous implementations. I get the
       impression that the sheer thought of allowing such playstyles is
       disliked, while I think it shouldn’t have much impact on how one
       gets to play their current playstyle, just allowing another. The
       previous changes did however have much impact to some peoples
       playstyles and I can understand if they disliked that. If
       someone likes to know what I think about how the game should be
       played, then I would say: is a way you like to, preferably
       choosing from many different options, which is then what should
       be provided. But some do not share this vision, which is
       alright, but you may expect to be disappointed from time to time
       if that’s the case. I would imagine if your playstyle were to be
       stripped, you might dislike that too. It’s why I try to keep
       them intact. Of course balancing those options is key, and there
       will be plenty of time for that as long as I remain active. It’s
       just that for this change it was not the highest priority.
       On to things I might change from the proposal after reading
       reactions.
       [1] Reaper +1 damage from Penetrating Laser seemed not so good,
       deduced by Turb007, as it would become even harder to keep
       players from addition gasses. I would like to know how others
       think of this before dropping it. I feel like it may still be
       alright, as reapers are primarily defensive, while there is need
       for Terran to play an offensive role. Of course additional
       gasses may help with offense too.
       [2] Several disliked the idea for the Defender +4% damage
       reduction. Informed was that it’s still quite defendable without
       it. It wasn’t a major adjustment, but I’ll drop it from the
       changes for now.
       [3] Firebats 500 health seemed too much, proposing to make this
       400. Unupgraded then remains at 200.
       [4] I hadn’t much thought about Infestors becoming a problem
       with the decrease in cost of Armor 1. There has been suggested
       to reduce their off-creep movement speed to prevent early harass
       becoming a major threat. Also to not drop the cost to as much as
       400. I'm thinking to reduce Armor 1 cost to 500 instead, and to
       reduce Infestors’ movement speed off-creep from 2.5 to 1.9.
       Thanks all for the feedback. I'm glad some did in fact like the
       proposed changes.
       [/quote]
       I dont like those changes...
       I love them :P
       but on more serious note
       1 I dont think it will be a problem, side gases that are not
       defended by marines and only reapers are usualy denied by striks
       anyway so this +1 will do nothing in this case
       2 not sure, I honsetly feel like some +reducing  is needed but I
       will not be sad if its not there  TOO much
       3 yes 500 is way too much
       4 meeeeh when it is somehow valid point that festor rush may
       become somehow annyoing I rly dont like idea of reducing their
       speed... its already hard enough to move them back  thru stream
       of units blocking them when u try to feed as it is... maybe just
       make some time limit that they may be only build 5+ min into the
       game, this will stop any cheesy rush while not destroing any
       festor unit timings as in normal game u usualy dont have festors
       that fast anyway
       #Post#: 1382--------------------------------------------------
       Re: Changes Take 2
       By: ZergTriumph Date: December 18, 2020, 1:50 pm
       ---------------------------------------------------------
       [quote author=WMaster link=topic=138.msg1378#msg1378
       date=1608311619]
       There are quite a few who dislike the general direction this
       patch will take. However, implementing a more improved version
       of what was taken away from players during last patch was the
       main priority. This includes some form of investment for the
       later stages and a different attack option while trying to avoid
       the main pitfalls of previous implementations. I get the
       impression that the sheer thought of allowing such playstyles is
       disliked, while I think it shouldn’t have much impact on how one
       gets to play their current playstyle, just allowing another. The
       previous changes did however have much impact to some peoples
       playstyles and I can understand if they disliked that. If
       someone likes to know what I think about how the game should be
       played, then I would say: is a way you like to, preferably
       choosing from many different options, which is then what should
       be provided. But some do not share this vision, which is
       alright, but you may expect to be disappointed from time to time
       if that’s the case. I would imagine if your playstyle were to be
       stripped, you might dislike that too. It’s why I try to keep
       them intact. Of course balancing those options is key, and there
       will be plenty of time for that as long as I remain active. It’s
       just that for this change it was not the highest priority.
       On to things I might change from the proposal after reading
       reactions.
       [1] Reaper +1 damage from Penetrating Laser seemed not so good,
       deduced by Turb007, as it would become even harder to keep
       players from addition gasses. I would like to know how others
       think of this before dropping it. I feel like it may still be
       alright, as reapers are primarily defensive, while there is need
       for Terran to play an offensive role. Of course additional
       gasses may help with offense too.
       [2] Several disliked the idea for the Defender +4% damage
       reduction. Informed was that it’s still quite defendable without
       it. It wasn’t a major adjustment, but I’ll drop it from the
       changes for now.
       [3] Firebats 500 health seemed too much, proposing to make this
       400. Unupgraded then remains at 200.
       [4] I hadn’t much thought about Infestors becoming a problem
       with the decrease in cost of Armor 1. There has been suggested
       to reduce their off-creep movement speed to prevent early harass
       becoming a major threat. Also to not drop the cost to as much as
       400. I'm thinking to reduce Armor 1 cost to 500 instead, and to
       reduce Infestors’ movement speed off-creep from 2.5 to 1.9.
       Thanks all for the feedback. I'm glad some did in fact like the
       proposed changes.
       [/quote]
       So you are just going to ignore the fact that every game is mass
       roach vs mass vets, and instead focus on allowing noobs to spam
       tanklings and beastlings?
       #Post#: 1383--------------------------------------------------
       Re: Changes Take 2
       By: Oayoo Date: December 18, 2020, 2:00 pm
       ---------------------------------------------------------
       It's fine ZergTriumph, if you look at the patch, you can already
       tell how games will be.
       Some players will try to abuse the new yard and will loose their
       time doing eco for the tank.
       If the tank is op, they will free win. If the tank is meh, they
       will die.
       The others will just play like the current patch and still be
       able to win most games by themselves^^
       The defenders are not buff so most likely good terrans will fast
       understand that opening yard outside is too dangerous.
       In the end, the meta will only change depending on the Tank.
       We have little data about the Tank so we can't say right now.
       #Post#: 1384--------------------------------------------------
       Re: Changes Take 2
       By: RickSanchez Date: December 18, 2020, 2:04 pm
       ---------------------------------------------------------
       [quote author=Oayoo link=topic=138.msg1383#msg1383
       date=1608321648]
       It's fine ZergTriumph, if you look at the patch, you can already
       tell how games will be.
       Some players will try to abuse the new yard and will loose their
       time doing eco for the tank.
       If the tank is op, they will free win. If the tank is meh, they
       will die.
       The others will just play like the current patch and still be
       able to win most games by themselves^^
       The defenders are not buff so most likely good terrans will fast
       understand that opening yard outside is too dangerous.
       In the end, the meta will only change depending on the Tank.
       We have little data about the Tank so we can't say right now.
       [/quote]
       nono if you are free you can do nice eco game now for 25 minutes
       and watch your mates die. i love the diversity of trolling. and
       if i get the early beating since capacity didnt touch i can
       still leave early since panelty didnt touch at all. why would
       you care about the main issues if you can just roll back to the
       good old turtlemeta 3.x times
       i am tired argueing with creatures like adam who clearly wants
       just easy abuse solowin. that's why he defended chemplant till
       the last bullet. whatever.. again tired. great patch new meta
       leave or cow eco :D
       #Post#: 1385--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 18, 2020, 2:10 pm
       ---------------------------------------------------------
       [quote author=RickSanchez link=topic=138.msg1384#msg1384
       date=1608321885]
       [quote author=Oayoo link=topic=138.msg1383#msg1383
       date=1608321648]
       It's fine ZergTriumph, if you look at the patch, you can already
       tell how games will be.
       Some players will try to abuse the new yard and will loose their
       time doing eco for the tank.
       If the tank is op, they will free win. If the tank is meh, they
       will die.
       The others will just play like the current patch and still be
       able to win most games by themselves^^
       The defenders are not buff so most likely good terrans will fast
       understand that opening yard outside is too dangerous.
       In the end, the meta will only change depending on the Tank.
       We have little data about the Tank so we can't say right now.
       [/quote]
       nono if you are free you can do nice eco game now for 25 minutes
       and watch your mates die. i love the diversity of trolling. and
       if i get the early beating since capacity didnt touch i can
       still leave early since panelty didnt touch at all. why would
       you care about the main issues if you can just roll back to the
       good old turtlemeta 3.x times
       i am tired argueing with creatures like adam who clearly wants
       just easy abuse solowin. that's why he defended chemplant till
       the last bullet. whatever.. again tired. great patch new meta
       leave or cow eco :D
       [/quote]
       and this is Wmaster why I am saying u should change very early
       penalty...
       thank u ink, could not ask for better example
       *****************************************************
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