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       #Post#: 1445--------------------------------------------------
       balance suggestions
       By: blah Date: December 23, 2020, 11:51 pm
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       I suggest making the tiers the same between the two races.
       terran has two tier upgrades (250+600=850 gas total) for their
       strongest unit, zerg has 5 tier upgrades
       (800+1900+4300+5300+8000=20300 minerals) for their strongest
       unit.  i think this could be balanced better.
       currently zerg has eight units made via drones, five via the
       infestor, and two via hatcheries (the infestor and hydra) and
       then the omegalisk via the hive. That's 16 in total. terran has
       six, seven if counting the tank, and they all come from one
       structure. zerg needs to use two units to make spawners (units),
       and two structures to make other army units directly. I think
       this could be balanced to streamline how units are made by zerg.
       I also suggest removing zerg units to fine tune balance, then
       gradually add in other ones as needed and monitor how it affects
       balance. ie some units don't have much use, like the ultra or
       the primal.
       Zerg has two offensive structures: one via the drone (sunken),
       one the infestor (spore). I suggest making them both via the
       drone and reducing the range on the spore. Also, it is confusing
       to have the infestor kill itself to make one structure (infused
       roach, ravators, ect.), but then another structure (like the
       spore) it does not kill itself. also the range indicator on the
       spore is different when placing than when using/targeting. Also
       suggest making them moveable. when a terran puts down an armory
       and gets the range boost, i lose the outer sunken no matter
       what, I can't defend it or even salvage it. If i can micro it I
       can at least retreat with it. I could see this affecting early
       game balance though (if the zerg moves all the sunkens for
       example), maybe just have ones built by the drone be moveable. I
       think this is worth monitoring/trying. They couldn't goto the
       terran doorstep without creep so i think it could be balanced
       and it could provide some interesting gaming. I also think this
       gives some return on investment of 200 minerals (aka what could
       be a spire) by being able to push with a spine or retreat.
       I also suggest removing the energy requirement to make high tier
       units, as built via the infester. this energy requirement is
       onerous. If a zerg has map control, he has an advantage and he
       can't build on it while waiting for energy. It's also
       introducing a third eco variable, in addition to minerals and
       supply, and this one is time dependent, ie buy it and wait for
       it to collect energy, whereas with spawners i can have a reserve
       of minerals that i can use immediately. If it is to be kept/left
       unchanged, consider having the hive generate energy or charges,
       where more charges get better units. perhaps these can be
       bought.
       make the infestor an ability unit. give it the absorbing cloud?
       or maybe make it offensive and keep the hatcheries defensive?
       give tips on the units for new zergs, like strikeling is for
       better long term eco because it is lower supply, also good for
       sniping buildings in large groups. weak vs marines shatter. that
       kinda stuff, especially if there are 16 units, help the zerg
       choose.
       Thanks for reading.
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