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       #Post#: 1653--------------------------------------------------
       Re: Patch Notes 4.6
       By: Mett Gaming Date: January 13, 2021, 7:34 am
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       Due to the fun that is mass reapers I've had the chance to play
       around more often with hydras lately. I think those could and
       should be the early game defensive unit. Problem is as already
       discussed in other threads: A: they are a bit too expensive for
       what they do. B: their health regen should be much higher. I'm
       thinking of a 10s out of combat boost or sth along those lines.
       C: in order for them to be usefull in the lategame maybe combine
       the hydra size ups with armor 2/3/4 or 3/4/5.
       #Post#: 1655--------------------------------------------------
       Re: Patch Notes 4.6
       By: Speed Date: January 13, 2021, 9:50 am
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       [quote author=Mett Gaming link=topic=164.msg1653#msg1653
       date=1610544874]
       Due to the fun that is mass reapers I've had the chance to play
       around more often with hydras lately. I think those could and
       should be the early game defensive unit. Problem is as already
       discussed in other threads: A: they are a bit too expensive for
       what they do. B: their health regen should be much higher. I'm
       thinking of a 10s out of combat boost or sth along those lines.
       C: in order for them to be usefull in the lategame maybe combine
       the hydra size ups with armor 2/3/4 or 3/4/5.
       [/quote]
       Yep, hydras are in theory a unit to make defensively... in
       reality... too expensive, too slow (6min growth), and dead too
       fast due to lack of regeneration.
       Now they have to be changed carefully, but if they are meant to
       be viable at all they definetely need to be more accessible
       (both in cost and in time it takes to be useful), ideally
       without being too spammable later in the game. There is a few
       ways I see to implement this:
       -Hard limit of X hydras at a time
       -Charges of hydralisk that are gained over time required for
       building hydralisk (dieing hydra may or may not restore its
       charge, if the latter it's like hard limit X, but scaling over
       time)
       -Limit of hydras linked to zerg's supply ups (this would be my
       favourite, cause the more eco you make the more supply ups you
       have, but less army, creating a dynamic of less army --> more
       hydras and more army --> less hydras).
       Initial stats (will obviously require some adjusting over
       several patches) could be something like 100 minerals, 30s layer
       time, 4 HP / sec with 5s delay.
       3 hydras max at start +1  per supply up (obviously these numbers
       can be changed^^). That would be my favourite way to try and fix
       some of zerg's issues.
       The games with other terrans not pushing will be very hard then,
       but at least zerg do have to micro a bit and just playing the
       ion game is possible. This kind of change will not prevent
       terrans from expanding so they have some options due to good
       income.
       #Post#: 1664--------------------------------------------------
       Re: Patch Notes 4.6
       By: RickSanchez Date: January 13, 2021, 7:37 pm
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       I'd like to know why the undocumented change on
       hydraregeneration (0.3 -> 3) in 4.4 got reverted. It actually
       was one of the best thing last patch and helped hydras alot
       without breaking anything.
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