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       #Post#: 1661--------------------------------------------------
       Zerg Patch (4.7??)
       By: Turb007 Date: January 13, 2021, 4:10 pm
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       Right off the bat, I'm going to say that this post is mainly for
       WMaster's eyes. However, if you have any other suggestions feel
       free to add them and/or help me bump this thread (yes I am going
       to bump this until I get a response from him :P).
       Aight, so there have been numerous really good ideas posted on
       this forum and I can't help but feel they keep getting
       overlooked, as I have not seen WMaster respond to any of them.
       This is an attempt to compile those good ideas so WMaster can
       easily see them (trying to read everyones suggestions throughout
       multiple threads is quite time consuming).
       First off, I really like the majority of your ideas for upcoming
       patches. I've liked almost all of the changes you've made so
       far. I hope I've made this clear, I WANT most of the proposed
       changes for future patches - I think most players do. BUT there
       are glaring issues with the game right now that can seemingly be
       easily fixed in 2-3 patches (Spellcasters may be a bit tricker,
       not sure). AKA I think the majority of the regular player base
       would like these changes done BEFORE any more of the proposed
       changes.
       I'll break this into two parts. Part one is the stuff that would
       be awesome if they are implemented ASAP. Part two is side-stuff
       that would be really awesome but is not really a pressing
       concern.
       PART ONE:
       Main concerns:
       - Very low skill ceiling for Zerg
       - There is no reason to make Primals or Ultralisks and it's
       rarely worth it to make Brutalisks (I'm leaving Tanklings out of
       this for now as it's been discussed too much already lately)
       Issue #1: 2 bad Zerg players kill 4-5 noob Terran players, full
       spawner/cap openings kills all of the new or mediocre
       players/forces them inside and then the remaining decent
       player(s) get full focused and can't do anything to win the
       game. Effectively creating the scenario where 2 horrible Zerg
       players will win vs 1-2 good/very good Terran players (this is
       VERY common in pubs)
       Issue #2: 2 good zerg players have no way of surviving
       early/mid-game against 3-4 good Terran players
       Therefore, Zerg needs to be buffed but not in the sense that 2
       horrible zergs are even more buffed. The answer here is to raise
       the skill ceiling of Zerg / buff Zerg in a way that takes
       skill/micro (aka NOT static Zerg buffs).
       Suggested ways of dealing with issue #1:
       - Remove capacity upgrade from T1 spawners
       - Reduce the effect of capacity upgrade on T1 spawners by 1
       - Require Armor 1 to unlock capacity upgrade (potentially tweak
       cost?)
       Suggested ways of dealing with issue #2 (raising Zerg skill
       cap):
       - Changes in Hydras
       - Spellcasters
       Ideas to change Hydras elaborated:
       - " 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." - Mett Gaming
       - "Less mineral cost ... 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) ... 3
       hydras max at start +1  per supply up" - Speed
       - Personally would like a combo of both of these ideas
       Ideas for Spellcasters elaborated:
       - "Rework infestor units (except Torra) to serve a spellcaster
       role rather than simply statballs. If needed, increase the spawn
       time to fit with the power of the new abilities." - Statistics
       - Idea of lurkers (potentially energy based/have to micro the
       attack?)
       - Idea of temp. wall builders (basically Sentry - Forcefield)
       - Other ideas?
       Random Defensive Ideas:
       - "Replace the second tier of Hatcheries in the Zerg Base with
       Lairs, which have a powerful 1/game defensive option. (My first
       thought was something similar to Stukov's infest from Co-Op, but
       I will leave the ability up to you)." - Statistics
       PART TWO:
       Other Suggestions (not as important but would be very nice):
       - "Maybe make mineral spawners shared instead of unit spawners?"
       - Reh
       - Alternatively: "Double the amount of eco each mineral
       extractor gives from every spawner but only count your own
       spawners, not your teammates." - tryptophan
       - "Reduce the huge disadvantage for Zerg when a Terran leaves
       before 2:15" - Everyone *Edit: See Reply #4 by Mett Gaming*
       - "Rework supply upgrades" - Team of people
       - "Rework Infestors" - Bunch of people
       Elaborate on reworking supply upgrades:
       ((supply cost increase per upgrade*spawner-supply cost)/45) ---
       Basically the supply up is figured into the increasing cost of
       spawners. -- See Spectre for details.
       When spawners are destroyed, the mineral refund goes into an
       internal bank that can only be spent on spawners. This allows
       the Zerg to have more consistent macro/increases the skill
       ceiling. Also removes the advantage of mineral pooling for
       supply ups. Visually the internal bank could just show as the
       reduced spawner cost (along with an internal supply counter).
       Elaborate on reworking Infestors:
       - Infestors are specifically Spellcasters, do not spawn Infestor
       units
       - Infestor units can still be built via advanced building
       (ultimately from a drone)
       - Transfuse cooldown on infestors (2-3 seconds?)
       - Infestors have say, 2 charges of transfuse (or make transfuse
       cost minerals)
       I think if some of these things are implemented in one patch,
       and tweaked in a hotfix/second patch. We could probably balance
       everything within a few weeks imo. Then we can figure out what
       the best way of fixing the "roach/infused roach > everything"
       problem (supply upgrade idea may already slightly help with
       this).
       Please let me know what you think @WMaster. Alternatively we can
       discuss this on Discord sometime if you would like. *Edit:
       Please see Reply #1 from Statistics*
       #Post#: 1663--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Statistics Date: January 13, 2021, 5:44 pm
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       I would also like to highlight the "skill expression" part of
       this argument, as I feel it's one of the main issues that this
       game has had while I've been playing.
       The general idea should be that the more "skill"/effort required
       to execute a strategy, the greater the potential rewards. Let's
       start with a good example of this: Strikeling Balls. It has
       clear positives (high eco, high potential damage) but also
       negatives (letting Terrans expand more freely, requiring some
       micro/unit control). It also has adequate and fair counters,
       those being walls and shock troopers. So, a skilled Zerg
       properly making use of Strikeling balls will be able to either
       deal decent damage to an unprepared Terran's economy, or force
       the prepared Terran to spend his economy on shocks and walls,
       putting him further behind.
       Zerg Hex needs more of these options. Perhaps in one situation,
       Strikelings aren't the right tool - instead, Beastlings may be
       the correct play, or Tanklings, or an Ultralisk Rush. Each unit
       should have something unique to offer and be viable in at least
       one situation. In order to fully optimize the value one gets
       from these units, they should require Zerg micro/focus. Standard
       melee SC2 is full of these little micro adjustments that, over
       time, add up into a great advantage. Zerg Hex currently lacks
       these.
       On the other hand, this game has also suffered greatly from the
       opposite: Low skilled options that can result in huge
       advantages, or require significant effort from the other side to
       counter. The two most blatant examples are 4.5 Tanklings and 3.X
       Firebats, neither of which required much skill to execute but
       were extremely punishing to players who weren't aware and/or
       prepared to stop them. This is anathema to the idea of skill
       expression in an RTS and should be considered bad game design.
       It also feels "dirty" for players to win by abusing an
       overpowered strategy. Players love being rewarded for pulling
       off a high skill/high risk play that wins them the game, or lets
       them feel superior to their opponents. Outplay potential, macro
       wins, skill expression, those are the things that most players
       find most rewarding, and I'd wager a good portion of Zerg Hex's
       playerbase sticks with the game because of that.
       #Post#: 1666--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Oayoo Date: January 14, 2021, 1:42 am
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       I think that this is some kind of perfect thread :)
       I hope Wmaster will read that ! well done guys.
       #Post#: 1671--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 14, 2021, 9:27 pm
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       Bump day number 1
       #Post#: 1673--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Mett Gaming Date: January 15, 2021, 7:24 am
       ---------------------------------------------------------
       @Turb007
       could you add reworking early leaver bonus pls? Make it so zerg
       doesn't lose supply. Idea would be removing spawners and
       extractors as it is but keeping the 30 supply. Or as I believe
       it was oyaoo suggested adding a cheaper supply upgrade to get
       back the lost supply.
       Just yesterday I had the situation again were in a fairly
       stacked lobby on of the terrans just left because I managed to
       break his early wall and kill a couple scvs. Basicly meaning the
       game was over after 2mins... Feel like the zerg should not be
       punished for outmicroing a greedy terran ;)
       Good job on summarizing the community wish list!
       #Post#: 1674--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Speed Date: January 15, 2021, 7:30 am
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       "early wall... greedy terran"
       Those two don't go with each other lol.
       #Post#: 1675--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 15, 2021, 7:46 am
       ---------------------------------------------------------
       [quote author=Mett Gaming link=topic=169.msg1673#msg1673
       date=1610717085]
       @Turb007
       could you add reworking early leaver bonus pls? Make it so zerg
       doesn't lose supply. Idea would be removing spawners and
       extractors as it is but keeping the 30 supply. Or as I believe
       it was oyaoo suggested adding a cheaper supply upgrade to get
       back the lost supply.
       Just yesterday I had the situation again were in a fairly
       stacked lobby on of the terrans just left because I managed to
       break his early wall and kill a couple scvs. Basicly meaning the
       game was over after 2mins... Feel like the zerg should not be
       punished for outmicroing a greedy terran ;)
       Good job on summarizing the community wish list!
       [/quote]
       I currently have: "- 'Reduce the huge disadvantage for Zerg when
       a Terran leaves before 2:15' - Everyone" in part two of the
       post. This can be fixed in numerous ways such as the ways you
       stated, but could also be fixed where the Zerg keeps the spires
       and has the mineral deficit adjusted accordingly, etc. So I
       figured I'd keep it vague so he can fix it however he chooses as
       long as it makes sense. I agree though! I will throw an edit in
       directing to your post - shows support for the idea if nothing
       else, more the support the merrier  :D
       #Post#: 1680--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 17, 2021, 11:57 am
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       Bump day number 2
       #Post#: 1683--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: blah Date: January 17, 2021, 9:36 pm
       ---------------------------------------------------------
       the lack of map development may be limited by the creator's
       personal time limitations. An option would be for volunteer
       community developers like in undead assault.
       #Post#: 1685--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 18, 2021, 4:29 pm
       ---------------------------------------------------------
       [quote author=blah link=topic=169.msg1683#msg1683
       date=1610940991]
       the lack of map development may be limited by the creator's
       personal time limitations. An option would be for volunteer
       community developers like in undead assault.
       [/quote]
       There has been volunteers for assistant game devs for some time.
       I don't think WMaster is too fond of the idea however. Perhaps
       he may change his mind at some point though? Who knows.
       Bump day number 3
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