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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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