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       #Post#: 1770--------------------------------------------------
       Some zerg stuff
       By: Speed Date: February 4, 2021, 8:38 am
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       Give creep tumors a 1 time cloud charge (the ones nest's have,
       but only 1 charge and no recharging). Possibly make that ability
       auto cast when tumor is destroyed on the unit which destroyed
       it. (just some nice defensive stuff :) )
       Remove hydralisk layer mechanic and the hive upgrade "hydra
       spawn size", instead make the hydra instantly spawn with at
       least 8, preferably 8.5 range and 150-250 hp. Increase their
       base regen / give them a decent regen out of combat. Give them a
       couple upgrades in hive to increase range by +0.5, some hp,
       mabye some dmg, maybe some movespeed. Make them grow over time
       for more hp, regen and maybe dmg. Going past X Y Z amount of
       hydras respectively possibly needs to increase their price, as a
       couple of 150 mineral units is just barely affordable at
       8-10minutes (when you need your first hydras), but becomes
       pretty spammable 5-15minutes later (or some other sort of
       limitation, I suggested a few different ways before).  Remove
       standard zerg attack ups affecting hydras, I feel like it's hard
       to balance hydras to make them viable midgame and then have up
       to 12.5 dmg multiplier late game. (50x 25% dmg up), instead give
       them their own dmg upgrade in hive (like 10 upgrades multiplying
       dmg 2-5 times). (Inspired by zerg square hydras btw)
       Side note, with the 2 above changes creep tumors and nests
       should probably be locked behind armor 1, there is no reason to
       build those structures before armor 1, unless you're looking to
       cheese, which is a nono for me. Just like capacity should be
       locked behind armor 1, too. That should actually happen
       regardless of any changes in my opinion.
       Remove transfuse from infestors (why do I hear boss music),
       instead give each big spine energy which it can use to heal
       itself, possibly make tech upgrades of zerg increase the max
       amount of energy and make nearby spawners increase the energy
       accumulation of big spines. I'll be honest with you, rapid fire
       transfusing 1 big spine with 5690756756231456341535634258257
       infestors is NOT an experession of skill in my book, sorry. The
       idea is that the longer terrans need, the more big spines can
       heal themself without the zerg really investing much into it
       (unlike spamming infestors)
       I'd like some sort of ability for zerg to quickly generate creep
       somewhere without having to build nest / tumor in the later
       stages of the game (past 15 or even 20 minutes), not sure if it
       should be hive ability or rather infestor or something else.
       (This is meant to help zerg use their hydras, which they've used
       to defend earlier, offensively later on)
       Late game non-infestor units suck, I feel like they should be
       buffed, but maybe the hydra change makes them useful enough as
       meatshield. I do want to note though that Elites beat every zerg
       late game unit (infused, ultra, bruta, torra, and even omega was
       rather easy to defend when defenders gave %dmg redcution so wall
       soaked 4-5 hits)
       Add some "mini game" for zerg early game collecting some mineral
       pickups so the first minutes of the game aren't as lame.
       (literally nothing to do).
       I do not think these changes fully fix zerg gameplay, but I do
       think this would be a lot of steps in the right direction.
  HTML https://drive.google.com/file/d/13QtIjRx5J4GoeZeS_d9moAeLAl1FF1ay/view?usp=sharing<br
       />(fun little hydra game I played on zerg square map, I have mix
       ed
       opinions about that map, but zerg midgame feels a lot more
       playable with the hydras, they are probably not good enough to
       beat 3 top terrans at the same time, but as you can see in the
       replay... if you can make them work, they work really well lol).
       Anyways, looking forward to Wmaster completely ignoring this
       post and instead re-designing siege tank (sadge). Happy capacity
       upgrading everyone (I do it*, too, these days lol)
       *I don't focus everything on 1 terran all game though, because
       that is simply *ed. Playing middle against me is probably really
       unfunny though, as I fully abuse the fact it is the most
       vulnerable position^^. Gotta get every advantage you can get as
       zerg x)
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