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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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