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#Post#: 1837--------------------------------------------------
Re: Patch Notes 4.7
By: BigNoob Date: February 13, 2021, 2:51 am
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I used hydras to body block a T from walking up my ramp lmao. I
didn't get the chance to confirm this as T, but the guy said he
scanned and only saw red dots. His massive army of T3 was
rendered useless because anything that got close enough for high
ground vision was getting needled + double big spined. I really
like the ability to hide tech, but the ramp + big spines area
should be scannable.
+1 for increasing hydra cost. My ally was just spamming hydras
all game thinking that's going to help him while lagging at 1.5k
eco 20 minutes in. But maybe the system shouldn't interfere with
people who F2 an elite army that's not even threatening anything
vital instead of going for the open base defended by a single
italis.
#Post#: 1839--------------------------------------------------
Re: Patch Notes 4.7
By: Speed Date: February 13, 2021, 3:33 am
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It's in the patch notes, the area that is between the massive
zerg walls is not revealed by scan, there will only be radar
effect (dots).
I'm not against ramp being revealed by scan, but I do want to
mention several ways to counter, especially when you have a
bloody mass T3 army already.
Terran can:
Use firebats to tank, they have armored unit type and thus take
50% dmg from hydras.
Use ion to clear the big spines, if the push is timed right
after you can use the ion trail to cut off zerg moving from high
ground on ramp and the other way around.
Stasis cannon doesn't require vision and freezes hydras easily,
rendering them useless for 40 seconds.
Just clear the hecking low ground, you have mass elites, what is
a zerg restricted to high ground area going to make to ever hurt
you? 5k income omegalisk?
9x ion still wins the game regardless of how much has been
pushed as far as I know.
#Post#: 1840--------------------------------------------------
Re: Patch Notes 4.7
By: Oayoo Date: February 13, 2021, 5:33 am
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I don't see even 1 usefull thing in this update...
Maybe the ground modification or hydras are okay ?
I will give you my feelings about Zerg hex:
Terran gameplay:
If i play random lobbies alone ====> Zerg all in on me: If i
hold, Zerg will leave at 10 not allowing me to play.
If i don't hold i wait 30 min on high ground
and watch my afk team die.
If i play with Speed, i win 99% of my games because it is too
easy.
Zerg gameplay:
If i play with a random =====> 75% winrate even with a noob
because most terrans are trash
If the lobby is
good =====> instant loose. Victory or defeat don't depend on
Zerg. It's all about the Terran's lvl.
If i play with Speed =====> 99% winrate because it is too
easy...
conclusion: Where is the **** damn fun ???
my choice: I will just play less.
ps: ok making the infestors not able to farm Spaceball is a
really nice update thx :) I will then call this maj:"THE
SPACEBALL UPDATE" Thx Wmaster.
#Post#: 1853--------------------------------------------------
Re: Patch Notes 4.7
By: BigNoob Date: February 13, 2021, 8:28 pm
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[quote author=<heXnab>Speed link=topic=189.msg1839#msg1839
date=1613208821]
It's in the patch notes, the area that is between the massive
zerg walls is not revealed by scan, there will only be radar
effect (dots).
I'm not against ramp being revealed by scan, but I do want to
mention several ways to counter, especially when you have a
bloody mass T3 army already.
Terran can:
Use firebats to tank, they have armored unit type and thus take
50% dmg from hydras.
Use ion to clear the big spines, if the push is timed right
after you can use the ion trail to cut off zerg moving from high
ground on ramp and the other way around.
Stasis cannon doesn't require vision and freezes hydras easily,
rendering them useless for 40 seconds.
Just clear the hecking low ground, you have mass elites, what is
a zerg restricted to high ground area going to make to ever hurt
you? 5k income omegalisk?
9x ion still wins the game regardless of how much has been
pushed as far as I know.
[/quote]
I saw the patch notes but I unfortunately didn't have the chance
to check out what the actual delimiters of the "inner base" was,
which is why I could confirm neither what he saw nor the scan.
He also pretty did most of what you mentioned.
He had a decent chunk of upgraded bats, but again the vision
deficit was so big that my hydras had the time to shave off a
decent chunk of his army (which would only get worse as getting
vision = in spine range). I'm not sure how useful more bats
would've been given that I had +10ish.
He ioned my big spines but I had transfuses. He didn't match ion
with push though.
You can't stasis anywhere on the high ground, which meant my
hydras and big spines were only vulnerable to ion, but because
of the sheer area my hydras covered, he had to choose between
damaging my spines or denying some hydras.
My hydras were dense enough to body block all the way till hive,
the deepest of which can't be put under stasis. ever.
He cleared my low ground but never touched my side high grounds
which is where most of my spawners were.
So the things he could have done better were to clear my sides
COMPLETELY then win by an ion-insured push, or win by ion. Which
is kind of bullshit given that the game started with less than
full house and within 90 seconds it was 1v1 both on top and on
bottom. My income was so bad that I spent my first 10 minutes
waiting and building spires.
Top T had the advantage and killed both front big spines before
15 minutes and there was nothing I could do other than focus the
middle of his army. Before the vision change I assume he
would've won by a landslide since a scan would allow him to take
on my hydras then spines. Admittedly a normal, full lobby might
play completely differently (with a lot more ions, perhaps), but
the inability to see the big spines and lack of stasis made me
win a game where T was ecoing pretty much all game without
harass while I had ~200 eco.
#Post#: 1856--------------------------------------------------
Re: Patch Notes 4.7
By: Speed Date: February 14, 2021, 4:19 am
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Well, sounds rough, but I still think it was an easy win if
played "correctly" aka clear the entire low ground with mass
elite, put 150 elites to guard each exit of high ground and just
ion.
With old tank it would have been really easy, too, just get like
3 of those and keep firing between the big spines and hive,
hitting all 3 buildings. Zerg may keep big spines alive with
transfusions, but the hive will die eventually. Guess with new
tank it's impossible (it is hilarious how garbage that is).
It's very early, but I'm already calling the patch the "camp
patch", because that's what terrans seemingly should do lol. Won
more "serious" games with mass elite pushes in 2 days than I did
in 2 months in old patch (basically never happened).
#Post#: 1861--------------------------------------------------
Re: Patch Notes 4.7
By: Speed Date: February 14, 2021, 12:30 pm
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Actually you can't stasis ramp, so that sucks :D
Had a zerg transfuse big spines through oayoo's 22min ion...
then spaceballs ioned, then I ended, fun stuff.
If you micro it cleanly and zerg doesn't look you can still kill
a big spine with 30-40 T1 marines losing 3-5 x) The issue is
"what if" ^^.
#Post#: 1863--------------------------------------------------
Re: Patch Notes 4.7
By: deorai037 Date: February 14, 2021, 7:08 pm
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Looking at it... looks like a meme patch. Gonna sit this one out
completely
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