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       #Post#: 1409--------------------------------------------------
       Patch Notes 4.4
       By: WMaster Date: December 20, 2020, 7:23 am
       ---------------------------------------------------------
       Patch 4.4 went live on 20.12.2020
       [list]
       [li]Firebat
       [list]
       [li]Increased health from 100 to 200.[/li]
       [li]Decreased Armory Heavy Plating research cost from 250 to 200
       gas.[/li]
       [/list][/li]
       [li]Infestor Transfusion
       [list]
       [li]Now casts instantly.[/li]
       [li]Increased structure health bonus from 100 to 200. (Max from
       800 to 1600.)[/li]
       [li]Fixed healing only 200 HP to structures when at maximum
       health bonus.[/li]
       [/list][/li]
       [li]Other
       [list]
       [li]Now allowing Zerg to create up to 60 Strikeling Spawners
       when an ally leaves.[/li]
       [li]Fixed Torralisk dealing double damage to primary
       target.[/li]
       [/list][/li]
       [/list]
       #Post#: 1410--------------------------------------------------
       Re: Patch Notes 4.4
       By: Mett Gaming Date: December 20, 2020, 7:26 am
       ---------------------------------------------------------
       Thank you for adressing the infestor and the strikeling issue!
       🙂
       I'm eager to see how the health increase works out.
       #Post#: 1419--------------------------------------------------
       Re: Patch Notes 4.4
       By: ZergTriumph Date: December 20, 2020, 11:34 am
       ---------------------------------------------------------
       I was wondering why firebats were taking so long to die. Good
       patch.  Thanks.
       #Post#: 1420--------------------------------------------------
       Re: Patch Notes 4.4
       By: RickSanchez Date: December 20, 2020, 12:13 pm
       ---------------------------------------------------------
       Nothing to complain about..
  HTML https://i.ibb.co/48d9Lrv/index.png
       Still a little bit disappointed because I am kinda excited about
       how "Bunker Wars X Patch" (yard first patch) will play out.
       #Post#: 1424--------------------------------------------------
       Re: Patch Notes 4.4
       By: Oayoo Date: December 21, 2020, 7:07 am
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       Good patch :)
       #Post#: 1440--------------------------------------------------
       Re: Patch Notes 4.4
       By: Speed Date: December 22, 2020, 8:56 am
       ---------------------------------------------------------
       2.9k HP big spine is fun :D
       Perhaps I misjudged some of the proposed changes, though the
       lack of good terrans makes it hard to really judge how much it
       helps x)
       1 thing I'm still missing, which I think was reported in
       e-mails, not forum. Stasis cannon doesn't trigger attack
       warning, would be nicer if it did.
       #Post#: 1472--------------------------------------------------
       Re: Patch Notes 4.4
       By: Speed Date: December 29, 2020, 1:10 pm
       ---------------------------------------------------------
       I have a few things I'd like to see in patch notes 4.5
       -Stasis cannon trigger "base under attack" for zerg if buildings
       are hit.
       -Cancel button on creep tumor when building drone (you have to
       click the drone icon in the production queue of the UI to
       cancel)
       -Cancel button for animal farm when producing animal (same as
       the point above)
       -I noticed (and also was informed by ink) that hydras have more
       regeneration. Made 10 hydras in 2 games that were won anyways,
       they heal easily out of combat now, maybe even a bit too fast,
       but I will not 100% judge that from 2 games with 4+ noob
       terrans. I'd love to see some work being done on them, as it is,
       150minerals + 6 minutes until they are grown up is still a bit
       too inefficient, but the increased regeneration definetely takes
       them a big step towards being useful early / mid game. Consider
       limiting hydras to X amount alive at the same time, I feel like
       it's easier to balance them that way, because if you make them
       useful early game, they will probably be insane in mid and
       totally OP in late game due to how zerg economy works. It's one
       of the few tools zerg has that are more useful in the hands of a
       skilled player (apm, awareness, micro), which is so very lacking
       in current zerg tool kit.
       -Probably not something that is worth the effort to do, but I'd
       like to see how some upgrades costing minerals instead of gas
       would play out. I totally hate spending 200 gas on shattering
       laser, just a defensive anti-unit upgrade that only helps
       pushing in the sense of killing the "defending" units faster.
       I'd rather keep spending my gas on economy and buy shatter for
       300 minerals or something... Marines costing 16/5 is extremely
       annoying, too^^ it will actually take a long time to get from
       100 gas in bank to 200 if you're pumping marines at the time.
       Anyways, a change like this is probably too much work for too
       little reward as there are more glaring issues at this moment,
       so just keep this in mind for later in case we ever  get to the
       point where we can toy around with things like this lol.
       As for the proposed yard change, if it really is such an issue
       to... the community... can we maybe just buff converters instead
       of adding a completely new mechanic to the game? Converters,
       while maybe not that efficient, have a really nice design imo.
       It's only 100 gas to unlock them, and they burn (convert) one
       resource into the other at a 4 to 2 ratio, this means it isn't
       just some brainless thing you can spam, as too many of them mean
       the burned resource will be very scarce. I'd suggest something
       like changing the ratio from 4/2 to 3/2 or reducing the initial
       cost of a converter from 100 minerals to 80. That said,
       converter might be fine as is, just very under-utilized because
       most people are so used to the chemical. Converters have been in
       the game the way they are for a long time afaik, maybe some of
       the older players can give their opinion about it?
       tl;dr a couple QoL suggestions and a couple of balance / design
       ideas
       #Post#: 1473--------------------------------------------------
       Re: Patch Notes 4.4
       By: Turb007 Date: December 29, 2020, 5:19 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=145.msg1472#msg1472
       date=1609269032]
       Marines costing 16/5 is extremely annoying, too^^
       [/quote]
       I always thought it was strange that marines have a gas cost to
       them at all. I would personally rather have the gas reduced or
       removed than to have certain upgrades like shatter to cost
       minerals. To have some important upgrades cost minerals instead
       of gas, I think strategic decisions would decrease. Depending on
       the situation, you have to ask yourself somewhat early in the
       game if you should be spending gas on eco or upgrades like
       shatter/pen/overcharge/etc. You can't really do both when they
       both cost the same resource, which creates a decision/strategy.
       If some of these upgrades cost minerals, then it would be pretty
       obvious to just eco very hard. I could maybe see energy
       conservation costing minerals though? Then one would have to
       figure out at what point it's better to get energy con or more
       gen ups.. Idk, just thinking out loud.
       In 2.x, converters were utilized a ton in the late game. I
       wasn't exactly great at the game back then (I was one of those
       people that killed everything up until the big spines and then
       eco'd hard to kill with 70-100 elites  ;D), and I remember doing
       some crazy big elite push to victory games, thanks to
       converters. I think as of right now, they should only be used if
       you have a good income of one resource (typical mineral) or if
       you get pushed back in your base to convert minerals for wall
       ups. I think they still serve their purpose well without
       changing the ratio though I certainly wouldn't mind a drop in
       the hefty 100 mineral cost. Or maybe if it remains at 100
       minerals, it could be upgraded for say, 50 or so minerals to do
       a 1-1 ratio. Would help with space a bit if you're in a turtle
       scenario.
       I like the QoL ideas
       #Post#: 1474--------------------------------------------------
       Re: Patch Notes 4.4
       By: Speed Date: December 29, 2020, 6:08 pm
       ---------------------------------------------------------
       Yeah, I agree that all the upgrades & the eco requiring gas to
       be researched / built creates great decision making (and is why
       I just can't understand how people think / thought chemical was
       great because it allowed you to get all the ups without thinking
       was good lol). I didn't really think it through, it just bothers
       me sometimes :p Particularly shatter is an upgrade I really
       dislike haha.
       Really nice idea on making conservation cost minerals actually,
       that is certainly an upgrade I hardly do these days because it
       transfers so poorly to the next tier of marines, so if you play
       to upgrade your marines to veterans, you probably should skip
       spending 300 gas on conservation 1, as it will only give 25%
       efficiency to veterans. Maybe we are onto something interesting
       here :)
       I'll try and rephrase the gas issue a bit, particularly shatter.
       It's very annoying to wait for 200 gas because there is too many
       units coming at you to effectively push without it, and each and
       everything you spend money on, except your generator (and
       converters, but I won't get advanced building before shattering
       haha), costs a little bit off gas (20 gas for battery, 3 gas for
       reaper, 5 gas for marine, 2 gas per wall, 40 gas per sheep farm,
       etc etc), so you're waiting for shatter to push and you're
       holding out on building any units cause it delays your shatter a
       bit, creating a fairly awkward scenario of AFKing without
       AFKing. Maybe I'm the only one running into this issue, but it's
       truly annoying^^.
       #Post#: 1477--------------------------------------------------
       Re: Patch Notes 4.4
       By: Turb007 Date: December 30, 2020, 1:04 pm
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=145.msg1474#msg1474
       date=1609286914]
       Really nice idea on making conservation cost minerals actually,
       that is certainly an upgrade I hardly do these days because it
       transfers so poorly to the next tier of marines, so if you play
       to upgrade your marines to veterans, you probably should skip
       spending 300 gas on conservation 1, as it will only give 25%
       efficiency to veterans. Maybe we are onto something interesting
       here :)
       [/quote]
       I like it, certainly would need to test it out to determine how
       much it should cost though.. Or if there is a math guru around.
       "so you're waiting for shatter to push and you're holding out on
       building any units cause it delays your shatter a bit, creating
       a fairly awkward scenario of AFKing without AFKing."
       Yeah I run into that as well with upgrades, especially with
       shatter. It's one of those skill ceiling things, if you have a
       high effective apm, you end up having to wait for [gas for]
       upgrades meanwhile there is nothing else to do as you can't
       accomplish anything without them. In 3.x, I played a handful of
       games with Scarlett and could tell that this annoyed her quite a
       bit - APM dropped from +400 down to double digits, sometimes for
       as long as a full minute - there just isn't anything to do
       (occasionally she'd take this time to look at teammates bases
       and tell them why they're bad lul). So I definitely get that,
       but I also agree that there are bigger issues to deal with
       before trying to figure out the best way to fix this.
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