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       #Post#: 1722--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: BigNoob Date: January 23, 2021, 3:31 am
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       As in existing spires get a boost? I'd love that for whenever I
       play Z. Do nothing and my eco gets better + I get a warning that
       terrans are massing units.
       #Post#: 1728--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 24, 2021, 6:20 pm
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       Bump day number 11.
       #Post#: 1731--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: blah Date: January 24, 2021, 9:40 pm
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       yea the balance is off so much i wonder what's the point of
       playing because it's predetermined.
       zerg eco is too low to keep up with terran tech midgame. zerg
       tech is expensive and 5 tiers vs terran 2. vets stop 90% of zerg
       units. and the patches we get just buff the early game when zerg
       can't even last past mid game.
       #Post#: 1737--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: ZergTriumph Date: January 26, 2021, 8:16 pm
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       [attachimg=1]
       #Post#: 1743--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: WMaster Date: January 27, 2021, 6:31 pm
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       [member=42]Turb007[/member]
       Part One
       I already acknowledged that balance is relative to skill level
       in my last balance topic, Terran is strategically more difficult
       for lower skill levels, and Zerg has too few effective options
       to optimize with to gain advantage for higher skill levels.
       In that sense I think it would be good to try out some new Zerg
       castable abilities that enable hard to execute but rewarding
       plays. Things quickly coming to mind are delayed explosions or
       restricting pathways. I like the idea for Large Spawner units to
       be such casters, it would give them greater importance and
       variation. It would then also be possible to make an effect last
       until the caster is dead, allowing Terrans to escape perhaps
       difficult situations by sniping them, a channeling time required
       before a cast could create similar situations. Let me know if
       you come up with different ability types that could be good.
       I have to think a bit more about T1 Spawners getting a nerf to
       their capacity upgrades.
       Part Two
       Making a structure increase in cost for subsequent constructions
       isn't that straight forward in the editor. In the past I've
       tried getting this to work, but I there were complications.
       Perhaps now I could get it to work. It was also of interest to
       make individual spawner types increase with amount such that it
       promotes creating different units and/or getting the next tier.
       However, I fail to see the motivation for an internal bank for
       only spawners. It sounds to me like it's simply limiting choice
       as to where to use the refund.
       Energy for Large Spawners also acts to limit them. Without it,
       it would be quite easy to rebuild them and thus lowering the
       skill cap on that aspect. For a Terran it might also become less
       meaningful when they manage to destroy one. Perhaps a longer
       construction time combined with increased cost could address the
       issue, but I'm not entirely sold on the idea of removing the
       energy requirement.
       [hr]
       Side note:
       I'm currently still working on a patch which takes me quite a
       while to figure out how to accomplish certain Siege Tank
       abilities. Also making everything comply with the vision
       restriction to the Zerg base took a while. However it's getting
       near completion so then I can move on.
       #Post#: 1744--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Turb007 Date: January 27, 2021, 8:23 pm
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       @WMaster
       First off, thank you for the reply  8)
       I think the new vision restriction on the Zerg base is kind of
       cool. I personally am looking forward to the tank change (though
       will most likely need buffed/nerfed after some testing). As
       stated though, I just wish it would come after these huge
       problems are addressed.
       I would really appreciate it if you looked into the t1 spawner
       capacity issue. I honestly think that it is the reason why so
       many players left when 4.X came - The newer/"not as amazing"
       players just get shredded by mass t1 spawners/capacity ups,
       which leave's the few good terrans not being able to play. All
       for something that is supremely easy for a noob Zerg to do. This
       is not fun for anyone. In 3.X, players could just chem.
       plant/FB, but now there is (thankfully) no OP option for them,
       which ruins the fun for the newer players and the better players
       alike. This tank/turtle strat could potentially help but if
       thats the case, then literally everyone is going to be forced to
       do it (or turtle the traditional way). I personally think that
       doing something as simple as locking capacity upgrades behind
       armor 1 would make a huge difference in getting people back into
       this game, and would be much nicer on new players early game.
       I'm glad you like the Infestor rework/spellcaster idea. I
       personally like the Energy-Lurker idea (Infestor morphs into
       it), others really like the forcefield idea, the timed explosive
       could be fun.. I think it could be a fun thing to get creative
       with, I don't think a somewhat small array of abilities would be
       a bad idea as long as they aren't incredibly OP.
       What do you think of the hydra ideas? As well as the idea of
       spawners giving +2/minerals at an extractor but only counting
       that specific Zerg's spawners? I feel like these should be easy
       to implement, so just curious as to why you didn't mention them
       in the response. Then again, it is a very large post  ;D
       #Post#: 1746--------------------------------------------------
       Re: Zerg Patch (4.7??)
       By: Speed Date: January 28, 2021, 7:24 am
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       Eeehhhmmm
  HTML https://drive.google.com/file/d/1TsfKX_KOKkxgm85DviU5tHNa_ACF2gXw/view?usp=sharing
       What exactly is wrong with current tank? Played a troll game
       with Adam because one of the terrans was a complete r3t4rd with
       130/190 stats, yet talking sh1t while being absolut dogsh1t at
       the game. You can macro so easily and then do a 0 micro push
       with tanks, it just requires macro, but most people don't
       understand how to greed / macro so most will fail to pull off a
       game like I did lmao. (Yes, zerg being *s helped, too, but you
       only face zerg that actually eco 1/100 games, so this strategy
       is "viable", but of course it's far from ideal lol)
       Also fix this bullsh1t please
  HTML https://drive.google.com/file/d/1jymC5vKOVuJLXevlj11pnSaPotXG1aJi/view?usp=sharing
       Completely r3t4rded ally that has like not stats, but "I know
       how to play", WHILE OVERBUILDING SPIRES (mineral extractor) LIKE
       A COMPLETELY BRAIN AMPUTATED DOG!!!!!
       I ended up deleting my slowlings and up my spires to match his
       income resulting in a 200 (spire income) vs. 500 (mineral
       container income). For those unaware, this means the next 300
       spawners will increase income by a larger amount than spire
       will, A MASSIVE error in zerg economy.
       And yes, I'm toxic in those replays. Can't stand r3t4rds like
       that, who also possess the audacity to have an ego to think they
       are good at the game, while they are trash
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