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DIR Return to: Balance Discussion
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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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