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       #Post#: 1397--------------------------------------------------
       Re: Changes Take 2
       By: deorai037 Date: December 18, 2020, 8:52 pm
       ---------------------------------------------------------
       I'm also surprised no one else here in this thread other than
       Hecari (and me in a previous thread) has noted that the doubled
       armor gain has not been mentioned in this proposed patch. You
       would think that, with all of the screaming about "this will be
       the return of bunker ion 6 terran every game omg" that someone
       would at least mention how powerful the armor gain is for
       turtling. It's remarkably annoying to try and break walls in the
       mid-late game (obviously not ultra late) if Terrans turtle up,
       as with anything that's not bane/infused/bruta/torra just
       tickles upgraded walls.
       As for the rest of the proposed changes...
       Overall, I appreciate your willingness to experiment around and
       I can see you want to try a lot of interesting new things,
       WMaster.
       Beastling
       I think that toying with Beastling is overall a good idea,
       although the exact effects of it we'd have to see in practice.
       Tankling
       For the proposed tankling change, flat bonus damage to walls
       seems a little bit redundant if Beastlings are also going to be
       dealing extra damage to walls. I like the suggestion to reduce
       their cost although I'm not sure if it fixes their core issue of
       dragging down partner eco
       Construction Yard
       I think the proposed con yard change is interesting, but it
       won't quite have the desired effect of fully rewarding players
       who expand out onto low ground early because 1-gas turtling is
       often preferred over no-gas turtling, even by newer players, so
       they'll still end up turtling for the most part.
       Siege Tank
       I think that the siege tank changes aren't necessarily going to
       increase usage of siege tanks in-game.
       The main reasons I can think of for why people aren't building
       very many siege tanks in the first place are its high spot in
       the tech tree, high cost and the presence of a generally
       stronger alternative, the Italis. The Italis does excellent
       sustained damage from a fairly long range and is also more
       mobile, making the Italis a superior option for everything the
       siege tank does except in rare cases such as an ultra-late game
       siege (where you need the sheer range of siege tanks to clear
       out spore cannons).
       Increasing the cost of a siege tank overall - that is to say,
       more minerals needed to upgrade it into a powerhouse, more
       energy burned at once - is likely to push it into an even more
       niche usage; if I'm already far enough out that I can hit large
       spines with a super siege tank, then I'm probably doing well
       enough that I'm probably transitioning to vets/elites anyways.
       If I'm far enough back that I can't do that, then I'm probably
       going to spend that energy on just ion or italis.
       Making the current siege tanks available for cheaper, or
       otherwise buffing existing siege tanks, might be a better place
       to start before reworking them entirely. I think small changes
       could make them more viable.
       Hydralisk
       Hydralisk changes are interesting, but I think they also leave
       Zerg a bit too vulnerable in the late/ultra-late game, where
       hydras are essential for defense against large elite pushes
       (which admittedly don't happen to often but nonetheless).
       Infestors
       I think infestor changes are interesting, we'd have to see how
       they play out.
       Big Spine Change
       I think that combined with changes to transfuse that this might
       be enough to bring t1s down to earth in terms of strength. I
       think Speed's claim that this change would be useless vs t1s is
       not fully justified; it's one thing to push a big spine under no
       pressure and all of the room in the world to micro around it,
       it's another to have to push into a big spine while attention is
       being swapped over to you (and which will likely require the use
       of a power field, which constrains the space you have to micro
       anyways).
       Baneling Rework
       Interesting. All I've got to say about that.
       Firebat Buff
       I think that's a good place to start as far as making firebats
       at least viable in a niche role. 100 hp without upgrades was way
       too low, so at the very least an adjustment to 200 hp should
       make them more attractive to use.
       Other
       I'm not entirely sold on the idea that Shock Troopers, Firebats,
       and Reapers need to necessarily benefit from upgrades, but I
       could be sold on the idea.
       New Zerg Base
       No comment.
       On Armor, again
       Just wanted to reiterate Hecari's point about armor, the newly
       doubled armor upgrades seem a bit wonky.
       Conclusions
       Overall I like the spirit but not necessarily the actual tweaks
       of this proposed patch. I also was writing up a longer piece
       about design philosophy of units, but I think I will move that
       to a separate thread.
       #Post#: 1401--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 19, 2020, 4:51 am
       ---------------------------------------------------------
       Yes, +2 armor is really strong in midgame, fairly useless late
       game.
       What surprises me is, wall base armor got buffed from 1 to 2,
       which is huge, but when I repair wall with 1 scv 2 slowlings
       deal damage similar to what is repaired, but aVehicle told me
       that an scv can repair vs. 2 slowling + 1 creeper, in old
       (1armor) patch... aVehicle is pro bunker player, so I'm sure he
       is correct when he says that, but why is stronger wall not
       getting repaired up when only 2 slowling hit it... maybe 3 of
       them hit it, but even then...
       Anyway, I agree with hecari and deorai that +2 armor instead of
       +1 is not really that great. Perhaps rather increase HP from
       +25% to +30%.
       #Post#: 1421--------------------------------------------------
       Re: Changes Take 2
       By: Adam Date: December 20, 2020, 9:03 pm
       ---------------------------------------------------------
       with this new patch I am forced to reconsider my stance on
       returning dmg reduction to defenders...
       it was fine then but now with torras being... well... worse... a
       lot...
       it may be (way) too much
       tbh even now without it torras feel quite underwhelming, I would
       honsetly not mind at least partial return of their old "buged"
       dmg as it felt more right - for context had game when 24 dmg up
       torras strugled to break 9 wall up bunker... really sad view...
       for those who want to see for themselves - time 5h 55min and
       40-ish seconds
  HTML https://www.twitch.tv/videos/844341613
       yes, there was a bit of missmicro when only 1 torra was
       attacking bc of infused being in the way but even after infuseds
       were pulled away it took 2 torras multiple hits to kill walls
       15!!!!!!!!!!!!! upgrades below them...
       that cant be right
       #Post#: 1443--------------------------------------------------
       Re: Changes Take 2
       By: RickSanchez Date: December 23, 2020, 4:14 pm
       ---------------------------------------------------------
       [quote author=WMaster link=topic=138.msg1306#msg1306
       date=1608122815][...]
       Gas Production
       Being able to build several Chemical Plants safely on the high
       ground might have been too much. But I do think that investing
       for later stages in the game can be a fun strategy. If Zerg is
       able to put pressure to bunkers, then there is a way to attach
       risks to it.
       My idea is to allow the Construction Yard to generate gas when
       it is built outside the main base. Since you can only build one,
       there is not so much room for exponential growth. It should
       first be researched at and has 3 levels. As an added feature,
       the Construction Yard will only produce at full capacity when it
       has been built for some amount of time. Initially I would try
       about 5 minutes. This means when you lose the Construction Yard,
       you’ll first have to find a way to build it outside the main
       base again, and you’ll have reduced income for the first several
       minutes after that. This might make the risk and reward a bit
       more balanced.
       As for actual values. I thought one Chemical Plant’s worth of
       production to be its maximum. Producing as much as one to three
       Refineries depending on level. And whether it’s upgraded
       depending on the construction time, so that’s a +100% increase
       after set amount of time. For the cost of researches, I was
       thinking 150/250/350 gas, putting the total gas cost little over
       what was required for the first Chemical Plant while allowing
       for more efficient versions with partial investments.
       [...]
       Summary
       [list]
       [li]Construction Yard
       [list]
       [li]Add research to produce gas. Cost 150/250/350 for 1/2/3 gas
       per 3 sec.[/li]
       [li]Make gas production only possible when build outside the
       main base.[/li]
       [li]Add passive ability to generate double the gas income after
       5 minutes of construction.[/li]
       [/list][/li]
       [/list]
       [/quote]
       Mett did some excel work
  HTML https://media.discordapp.net/attachments/691982749963255879/791424058704789534/unknown.png
       Assuming you have 4 upgrades gasses and first gas extraction
       upgrade finished (counted in) it takes about 9 minute to pay off
       kinda long time. not sure if worth
       #Post#: 1447--------------------------------------------------
       Re: Changes Take 2
       By: Buggo Date: December 24, 2020, 4:28 am
       ---------------------------------------------------------
       Great Change!!!
       I hate to say if a game is unbalanced or not since it's about
       the skill mostly, but Zerg is truly underpowered.
       Can't even beat 3 decent Terran now which is sad, nerfed roach
       against buffed marine is just meh. Feeling very strong as
       Terran, 1v1 Zerg is pretty doable. There should be speed 4 and
       speed 5 upg.
       Two things, please consider. The easiest way to buff zerg is to
       increase movement. Fast zerg can make the whole game,
       exceptionally challenging which would be very fun. I do like
       terran became very aggressive which made the game more exciting.
       If possible, please add some upgs on zerg movement. Mass ling
       ban and the marine split would be the highlight of the game.
       #Post#: 1449--------------------------------------------------
       Re: Changes Take 2
       By: Mett Gaming Date: December 24, 2020, 6:37 am
       ---------------------------------------------------------
       update on Ricks post:
       I've since added a graph and comments to the file.
  HTML https://drive.google.com/file/d/18Y68-uCKywAjrgJguSCztIhKGSTwPc-T/view?usp=sharing
       feel free do download and play around with it yourself. Couple
       of things must be added manually however most is automatically
       calculated.
  HTML https://cdn.discordapp.com/attachments/691982749963255879/791645247280381962/yard_graph.png
       edit: Graph shows the Gas production after 6mins assuming that's
       the time you finished both yard and first upgrade while having
       established 4 upgraded refineries.
       #Post#: 1450--------------------------------------------------
       Re: Changes Take 2
       By: Speed Date: December 24, 2020, 8:15 am
       ---------------------------------------------------------
       [quote author=Buggo link=topic=138.msg1447#msg1447
       date=1608805702]
       There should be speed 4 and speed 5 upg.
       [/quote]
       While this post is a troll, and speed 4 and 5 is definetely not
       something I want to see, it does kinda touch a point that has
       been annoying me for a bit. Marines move at 3.5 speed, most zerg
       units (most noteably slowlings, ultras and brutas) move at 2.0,
       can be increased to 3.2 with speed 3. So it's still slower than
       marines off creep, so terran can simply run away from most
       situations, however roaches (and primals) have 2.25 speed, 3.7
       (3.6 actually) with speed 3. So roaches are superior in speed
       compared to higher tier units and more importantly marines. Just
       one of many designflaws in my opinion. Brutalisk weapon point is
       an insult btw, ever since 3.x firebat is out I totally hate that
       trash unit, too much supply, too much tech, too slow, too much
       attack animation, I rather make mass roach + infused, which has
       its own issues, but is generally more flexible and punishing for
       the terrans.
       #Post#: 1451--------------------------------------------------
       Re: Changes Take 2
       By: Oayoo Date: December 24, 2020, 9:32 am
       ---------------------------------------------------------
       Brutalisks are just a garbage unit sadly x)
       #Post#: 1455--------------------------------------------------
       Re: Changes Take 2
       By: Ecanos Date: December 24, 2020, 1:51 pm
       ---------------------------------------------------------
       [quote author=Oayoo link=topic=138.msg1451#msg1451
       date=1608823939]
       Brutalisks are just a garbage unit sadly x)
       [/quote]
       what is not garbage for you???
       i think the only good unit is Strikling Creeper (Roach Rush)
       Infestor (hydra) for you
       #Post#: 1460--------------------------------------------------
       Re: Changes Take 2
       By: blah Date: December 26, 2020, 9:05 pm
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=138.msg1389#msg1389
       date=1608323692]
       @WMaster this is the main issue with the game, this is what you
       need to fix before you add crazy super duper OP units that will
       create a host of new problems:
  HTML https://zerghex.createaforum.com/balance-discussion/zerg-hex-marine-vs-zerg-efficiency-spreadsheet/
       As Hecari clearly says:
       [quote author=Hecari link=topic=143.msg1363#msg1363
       date=1608250343]
       [list]
       [li]Tar-upgraded Roaches outperform regular Primals against
       elite marines, and conditionally against veterans.[/li]
       [li]Tar-upgraded Roaches outperform even Ultras against fully
       upgraded elite marines.[/li]
       [li]Tar-upgraded Roaches double-dip on overkill damage, which is
       not reflected in this calculator. They are likely much stronger
       their estimated efficiency, which is already considerable.[/li]
       [/list]
       [/quote]
       Fix this.  Armor 2 units should not be better than Armor 3 and
       Armor 4 units.  Fix this, and then you can consider adding crazy
       nonsense to the game.
       [/quote]
       Agreed. I say ditch the 5 tier upgrades for zerg. model terran
       with 2.
       but none of this matters if they don't fix the servers.
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