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#Post#: 1752--------------------------------------------------
Zerg Hex suggestion
By: Najdorf Date: February 1, 2021, 1:52 pm
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I would like to suggest a small tweak to the starting supply of
zerg that could have a large impact on how the game plays out.
Problem: Zerg power spike timings are a little too slow to keep
pace with Terran on the current patch.
Secondary Problem: in lobbies of unequal player skill most zergs
allin focus a single player, this either results in 1 player
fighting while his allies do nothing and he loses, or 1 player
fighting while his allies take 6 gas and win easily. Neither of
these outcomes are particularly fun.
Suggestion: start each Zerg with 1 additional spire and 15 less
open supply.
This would address the primary problem by giving Zerg a free 200
cost building and an additional 54 economy per minute. Zerg
right now is a few minutes too slow to prevent terrans from T1
pushing but with this extra economy you would essentially be
giving each zerg around 850 extra minerals (there is also a
compounding effect to having earlier economy invested into more
economy but I am too lazy to do the math on it) by the critical
12 minute mark. Ecomony allows flexibility, you could have more
infestors for transfuse, you could have several full shell
hydras, you could have speed sooner, maybe even have a better
timing for primals if you see people going for t2 rush. I think
many people are very focused on the units themselves, but i
think another way to approach the balance problem is through
tempo and initiative. The timing that units come out for each
side makes a gigantic difference on their power level.
For the secondary problem, it is all too common to see zergs
build six forward spawners of any type, upgrade all of them and
just f2 every unit on the map at one player until they run out
of energy and have to retreat inside their base. This is not a
balance issue, as it is easily punished with a competent ally
but more of a design/fun issue. By removing the ability of the
zerg to open with pure aggro on one player we push the zerg in
the direction of the midgame where there is more interaction
with all players. I think most good players would agree that 3
forward spawners instead of 6 makes a huge difference for the
terran player. The primary reason is that in the early game when
an overwhelming amount of units come, the only way to hold is
with a shock trooper, however if the zerg constantly f2s and
forces out enough energy use from the shock the terran player
cannot hold because they will run out of energy and dont have
time to get a generator upgrade while getting enough dps to hold
the low ground. Zerg is going to always need to harass one
player primarily, and you can still get some benefit with micro
on 3 spawners instead of six, but this would simply nudge the
game away from the early allin and in my opinion make the game
more enjoyable for both zerg and terran.
Please consider these changes. Thank you.
#Post#: 1753--------------------------------------------------
Re: Zerg Hex suggestion
By: Oayoo Date: February 1, 2021, 8:50 pm
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This is a clever idea :)
However i'm sure some "big brain players" will sell the
extractor and build spawners xD.
But yeah i like your post !!!
Hope wmaster read that. We need stuff like that.
Terran should have around 1 or 2 minute of free expand.
#Post#: 1755--------------------------------------------------
Re: Zerg Hex suggestion
By: Najdorf Date: February 2, 2021, 12:24 am
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Simple enough to just remove refunds for dead structures during
the first 2 minutes.
#Post#: 1761--------------------------------------------------
Re: Zerg Hex suggestion
By: blah Date: February 2, 2021, 3:32 pm
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i'm for any type of zerg buff. Zerg can't stop strong terran
players from pushing. I've also noticed zerg players are
quitting early because of the midgame imbalance.
#Post#: 1762--------------------------------------------------
Re: Zerg Hex suggestion
By: Oayoo Date: February 2, 2021, 5:22 pm
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No, they are quitting early because they all in from start and
do no damage then understand they already lost.
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