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#Post#: 1815--------------------------------------------------
Re: Patch Notes 4.7
By: Adam Date: February 11, 2021, 3:18 pm
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after some t testing- tank is a meme.
and there is single word as a reason: too
its too expensive, its too slow, it takes too much energy, it
deals too little dmg, simple too in literaly every regard
also yea pls hotfix hydra having vision on hg
also pt2 - hydra may not be as useless, need some more games to
say
#Post#: 1816--------------------------------------------------
Re: Patch Notes 4.7
By: Speed Date: February 11, 2021, 3:33 pm
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[quote author=Adam link=topic=189.msg1815#msg1815
date=1613078329]
after some t testing- tank is a meme.
[/quote]
Oh really?
:D
#Post#: 1817--------------------------------------------------
Re: Patch Notes 4.7
By: blah Date: February 11, 2021, 6:51 pm
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I don't think it is reasonable to be spending time on new terran
units when zerg needs to be buffed against stock terran units.
Zerg still needs help in the mid to late game.
As previously said, the hydra range is an issue. I've had
terrans just hold position marines vs hydra. They're not
bothered by them. and as defensive units, they're not very
helpful because if 3 terrans are getting 3 lowground gas, hydra
ain't going to help vs the coming marine push.
Zerg needs some options to be able to hold vs the midgame push.
Otherwise i don't think there's much reason to stay in the game.
#Post#: 1818--------------------------------------------------
Re: Patch Notes 4.7
By: ICEBear Date: February 11, 2021, 8:34 pm
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Tank:
Prerequisite(500/850) = Construction Yard(50/100) +
Fortification 1(0/140) + Fortification 2(0/150) + Fortification
3(0/160) + Plasma Cannons (50/200) + Siege tank (400/100)
Mineral/gas/energy per shot (650/75/12000) = 2
modulate(200/50/4000) + plasma cannon(250/25/4000)
damage:300
cooldown:180s
Stasis Cannon:
Prerequisite(50/100) = Tech lab(50/100)
Mineral/gas/energy per shot (0/0/4000) = 4 charges(0/0/1000)
damage:900
cooldown:5s
:D
#Post#: 1819--------------------------------------------------
Re: Patch Notes 4.7
By: CBDH Date: February 11, 2021, 10:24 pm
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And during 180s cooldown the large spine already recovered more
than half of the damage dealt ...
Still remembered the old days where you need tanks to deal with
spores, nests, hydras when forced to turtle. Two tanks can 1
shot the omega cocoon if the impatience zerg place it too close
to the terran to save some move time.
#Post#: 1820--------------------------------------------------
Re: Patch Notes 4.7
By: ZergTriumph Date: February 11, 2021, 10:28 pm
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How are terrans supposed to deal with spores now when forced to
turtle on the high ground?
#Post#: 1823--------------------------------------------------
Re: Patch Notes 4.7
By: Turb007 Date: February 12, 2021, 12:20 am
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[quote author=ZergTriumph link=topic=189.msg1820#msg1820
date=1613104099]
How are terrans supposed to deal with spores now when forced to
turtle on the high ground?
[/quote]
Isn't it obvious? Use the super OP tank of course! Just spend
your entire bank and a few decades of your life charging that
bad boy up and show those spores the true meaning of raining
fire! Seeing as to how OP it is, every/any good player will have
one, so if you don't then you must just be a bad player and
should die to spores anyways. ;D
For real though, I can't think of one single scenario where I
would ever make one. It's been mentioned on this forum amongst
other places numerous times that this reworked tank would be
either extremely OP or completely useless. And sure enough, its
completely useless. This is why I was/am/will-keep pushing for
the NEEDED fixes (cap locked behind armor 1 please if nothing
else?) BEFORE dabbling with new things like this.
I kind of like the new map design, including the high ground
vision wall/cave. Although, I'm kind of undecided about not
being able to see up the ramp at all towards the big spines.. If
the zerg makes some hydras or a few banes and leaves them near
the top... Pretty difficult to kill with t1 without an ion
#Post#: 1824--------------------------------------------------
Re: Patch Notes 4.7
By: Speed Date: February 12, 2021, 2:28 am
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Yeah, tank turned from a sometimes used niche unit into a full
useless trash unit^^. (and yes, terran now actually lacks a good
response to spores, that was a very solid purpose for the old
tank...)
Regarding capacity, creep tumors and nests I propose to lock all
of them behind 10:00 game time, the new hydras that start with
400 effective hp and grow into 600 effective hp can most
definetely be used to keep even a skilled terran back, so there
is 0 justification for zerg being able to cheese a terran out.
Even before hydra rework I felt like a bunch of infestors and
full eco would be enough vs. 1 good terran with bad allies, but
zerg preferred to cheese because it was similar result and
extremely easy to execute.
This will need some time to figure out, but I do believe hydra
cost has to increase by 5-15minerals per hydra built / on
battlefield to prevent massive hydra army in the later stages^^
but for now it's fine and I want to test for a couple of weeks
how it plays out. My biggest concern right now is that it might
be easier for terran to play tower defense and use ion to win
than it is to push, with the yard upgrade you can have so much
gas and if you manage to get lots of elites you'll own
everything zerg throws at you for a long time. Also bunkering
with 70 elites and enough minerals banked so you can delete all
eco buildings on high ground cliff for micro area will make you
immortal to everything but mass torra / omegalisk. As much as it
is a pain for zerg to die against pushing terrans because of not
having strong options against it, just going into an ion game
straight away is probably really annoying, too. Anyways, for the
moment it's fine and we will see how the current patch plays out
exactly, the only stuff that has to change right now is capacity
and creep buildings early on so zerg can't cheese right away.
I would also like to request a 3v1 map, to test in premade high
level setups, getting an 8 player high level premade is hard :D
(though I might try) spawners need to give +2 income due to not
having an ally and all the upgrade stuff that is shared between
zerg has to be halved (e.g. speed ups)(supply ups can stay the
same, you're operating off of normal income in that regard). I'd
actually like it if spawners were +2 income in 2v6 as well, but
your ally's spawner don't benefit you, this has been talked
about a bunch on forum and discord, but some just don't know how
to maximize eco and it sucks that they can drag you down with
their decisions. If this change happens it's very important
though, if zerg is solo spawners need to go back to +1,
otherwise zerg eco will be insane^^.
Anyways, back to testing hydras I guess :D
#Post#: 1826--------------------------------------------------
Re: Patch Notes 4.7
By: RickSanchez Date: February 12, 2021, 4:11 am
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In my opinion nothing really changed. In a random lobby Terran
is as unplayable as before. Maybe even a little worse now. Zerg
freewin.
In stacked Lobby Terrans should still have the upper Hand but
that happens so rarely that it doesnt matter. You cant patch
semi-afk terrans that ruin the games and dare to tell the t1
pushers how to play. Maybe they are even right and Farmville ion
is the way to go. It's not the Zerg Hex i used to love anymore.
Rip push. Noobs took over.
Also what speed says. Lock capacity behind a1 and the game is
maybe playable solo random as terran again. Tiny change Huge
positive impact.. so i assume it will not happen
#Post#: 1828--------------------------------------------------
Re: Patch Notes 4.7
By: Adam Date: February 12, 2021, 9:33 am
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dont have yet opinion on hydra early/mid game but in late game
they are below trash
7 range vs elites is just joke more sad than a current tank
they need AT LEAST their old 8
also 1 life less makes them melt way faster...
as it is now zerg has nothing to stop elite push at all, no
matter how much eco he has
ok after some more games I can say- as soon as vets show up
hydra melt in any amout, 1 less range then rins just makes then
unusable vs vets/elits bonus points if t has combat shield u can
throw any number of hydra and no rin will fall
althoght vs t1 they are acutaly viable... considering avg level
of random terran perhaps even too viable as more and more zergs
seems to take liking to just creep rushing people and sadly
enough it actualy seems to be working more often than not
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