DIR Return Create A Forum - Home
---------------------------------------------------------
Zerg Hex Forum
HTML https://zerghex.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Recent Patch Notes
*****************************************************
#Post#: 1512--------------------------------------------------
Patch Notes 4.5
By: WMaster Date: January 5, 2021, 7:40 am
---------------------------------------------------------
Patch 4.5 went live on 05.01.2021
[list]
[li]Construction Yard
[list]
[li]Added research/ability: Gas Extraction (1/2/3 gas per 3
seconds when built outside the main base)[/li]
[li]Added passive ability: Solid Foundation (Boosts Gas
Extraction after 5 minutes of construction).[/li]
[/list][/li]
[li]Fortifaction Upgrade
[list]
[li]Decreased wall and gates armor gain from 2 to 1.[/li]
[li]Increased wall and gates health gain from +25% to +30%.[/li]
[/list][/li]
[li]Tankling
[list]
[li]Now attacks closest target instead of closest attacking
target.[/li]
[li]Now deals +9 bonus damage to structures and increases by
+0.5 per attack upgrade.[/li]
[li]Decreased Spawner mineral cost from 120 to 100.[/li]
[/list][/li]
[li]Beastling
[list]
[li]Now deals 60% damage to adjacent walls when attacking a
wall.[/li]
[li]Now deals up to +20% more damage to walls depending on their
missing health percentage.[/li]
[/list][/li]
[li]Armory Researches
[list]
[li]Provided default hotkeys for researches.[/li]
[li]Penetrating Laser now also increases Reaper damage by
+1.[/li]
[/list][/li]
[/list]
#Post#: 1513--------------------------------------------------
Re: Patch Notes 4.5
By: ZergTriumph Date: January 5, 2021, 8:36 am
---------------------------------------------------------
FFS man forget about tankling and beastling. They are stupid
units that only noobs use. Fix mass roach!
#Post#: 1515--------------------------------------------------
Re: Patch Notes 4.5
By: ZergTriumph Date: January 5, 2021, 8:52 am
---------------------------------------------------------
Great, now 1 gas turtle is meta again. Good job.
#Post#: 1516--------------------------------------------------
Re: Patch Notes 4.5
By: Mett Gaming Date: January 5, 2021, 9:58 am
---------------------------------------------------------
[quote author=ZergTriumph link=topic=158.msg1513#msg1513
date=1609857363]
Fix mass roach!
[/quote]
lel learn how to get veterans.
Let's experiment first before we make harsh comments :D So far
the calculations have shown that the yard upgrade is a noob
trap.
#Post#: 1517--------------------------------------------------
Re: Patch Notes 4.5
By: Speed Date: January 5, 2021, 10:15 am
---------------------------------------------------------
Yard upgrades can be bought on high ground yard, doesn't
generate income but the upgrade as a whole should be
unavailable.
Tankling change... meh (rip fruit farm tanking). Bestling change
kinda meh, but not as much as tankling change.
Reaper change... probably just going to make zerg unhappy while
not really adding anything amazing for terran, we'll see how
that plays out.
Zerg gameplay remains at either full eco rush or full capacity,
no decent inbetween imo. Really funto go full capacity and bully
4 terrans out of the game before 11 min btw. After that you are
free to eco and do whatever to break the last 2 turtles. It's a
really strategic and mechanically demanding choice to hit that
capacity button (/s)
Sadly I don't see this patch fixing any of the design and / or
balance issue the game is facing right now. I do however see
myself going for low ground yard, buying a refinery for 150gas
(1g/3s x2 after 5min bonus) seems pretty worth it. Runby might
be an issue, but I'll just have to try and be aware of that.
Used a tank today to be annoying to some zerg that massed so
much on me I couldn't push... (allies just farmed for a long
time, they were new zzz) Kinda fun, You can actually poke 2 big
spines from armory position with it, just gotta be careful that
there are no hydras if there is still creep.
Ended up being an ion game.^^ zerg managed to make a grand total
of 15k combined eco in 40 minutes and managed to kill 1 terran.
Anyway, let's see how this patch plays out I guess. Encouraging
the low ground yard might make a few more terrans die, then
again most terrans already do it on the low ground, so if the
zerg were to overwhelm them fast they'd die even before this
patch.
#Post#: 1518--------------------------------------------------
Re: Patch Notes 4.5
By: ZergTriumph Date: January 5, 2021, 11:32 am
---------------------------------------------------------
[quote author=Mett Gaming link=topic=158.msg1516#msg1516
date=1609862291]
[quote author=ZergTriumph link=topic=158.msg1513#msg1513
date=1609857363]
Fix mass roach!
[/quote]
lel learn how to get veterans.
Let's experiment first before we make harsh comments :D So far
the calculations have shown that the yard upgrade is a noob
trap.
[/quote]
I know how to make vets, guy who stole my build and didn't give
credit. Calculations have shown that tar roach is better than
primals and ultras.
#Post#: 1519--------------------------------------------------
Re: Patch Notes 4.5
By: Speed Date: January 5, 2021, 12:07 pm
---------------------------------------------------------
Tanklings are ridicoulus.
Just can't understand why out of all units the one that
sacrifices everything for HP those are the ones that get massive
anti-structure dmg.
Obligatory: I hate this patch.
#Post#: 1520--------------------------------------------------
Re: Patch Notes 4.5
By: Adam Date: January 5, 2021, 12:15 pm
---------------------------------------------------------
they are great when there is only 1 good terran on side... but
then again what isnt? and full agroo with tanks kills zerg eco
so much I feel its not op per say... idk... so far I was just
getting lobbies where I literaly build half of my starting
supply on other side with how bad my terrans were and I dont
think something working in such setting means its op
one thing for sure- balance aside as its too early to talk about
it, I love general idea of this patch, its simply so fun to
finally be able to do something else both as terran and zerg,
ion build with extra yard gas, tanklings agroo, things that in
4.1/2/3/4 were simply not viable now are actualy funny to pull
off, cant wait to test how reapers works now agains roach with
dmg up
#Post#: 1521--------------------------------------------------
Re: Patch Notes 4.5
By: Speed Date: January 5, 2021, 1:46 pm
---------------------------------------------------------
I played plenty of lab support / ion games before, usually from
getting fully pushed inside. That stuff was totally viable lol.
#Post#: 1522--------------------------------------------------
Re: Patch Notes 4.5
By: GrumpyKitten Date: January 5, 2021, 2:36 pm
---------------------------------------------------------
[quote author=ZergTriumph link=topic=158.msg1518#msg1518
date=1609867934]
[quote author=Mett Gaming link=topic=158.msg1516#msg1516
date=1609862291]
[quote author=ZergTriumph link=topic=158.msg1513#msg1513
date=1609857363]
Fix mass roach!
[/quote]
lel learn how to get veterans.
Let's experiment first before we make harsh comments :D So far
the calculations have shown that the yard upgrade is a noob
trap.
[/quote]
I know how to make vets, guy who stole my build and didn't give
credit. Calculations have shown that tar roach is better than
primals and ultras.
[/quote]
I'm not sure what you are into boy, but your head need some oil
check.
I dont understand why ppl still cry about roach. It is now the
same as tankling was: eco cemetery.
I recon you refer to that Excel sheet some guy made, and the
conclusions yall made that roach is the best unit.
This is wrong on so many basis, that i cannot even express.
Let me explain with this:
It's like you saying Ace is the best card in poker. It is true,
in a sense, but you miss the whole point of the game. The game
winning mechanism in the game is not having the best card, but
having the best combinations of cards.
Same here:
The excel made only a rough estimate on how much energy it takes
to kill zerg units. This is while not a negligible part of the
game, but that is not the whole point.
It never calculate about how much time it takes to kill a unit.
What is the range of the marines? How much MS the zerg unit has?
If it can reach / kill any of your marines.
I still dont understand his calculation with shattering. You
just cannot calculate that into single unit killing. PERIOD.
This is the whole point of it: it damages nearby units too. If
you are talking about single unit, or single spawner like the
excel does, you cannot calculate shattering into. The whole idea
is wrong and the whole equation is wrong there. Maybe i am
missing something, really correct me if im stupid.
I mean dont misunderstand me, i'm not shitting on the kid who
made this, rather than shitting on you for taking it as face
value, and make statements like: cAlCuLaTiOnS sHoWn ThAt TaR
rOaCh Is BeTtEr ThAn PrImALs AnD uLtRas
The excel is OK until calculating how much energy is needed to
kill a single unit. Everything after is based on wrong equation,
thus completely wrong.
Stop shitting on roach. She suffered enough.
Roach is love
Roach is life.
*****************************************************
DIR Next Page