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       #Post#: 1834--------------------------------------------------
       Zerg eco system suggest
       By: CBDH Date: February 12, 2021, 5:01 pm
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       My idea is simple : to have difference income value per spawner
       type.
       The current eco system punishes the zerg too much for going
       higher tier units :
       - Each 45 supply of slowlings give 11.25 minerals income per
       extractor.
       - Each 45 supply of strikelings give 15 income per extractor.
       - Each 45 supply of tanklings give 9 income per extractor.
       - Each 45 supply of roaches give 6.4 income per extractor.
       - Each 45 supply of primal roaches give 5 income per extractor
       - Each 45 supply of ultralisk give 4.1 income per extractor.
       - Each 45 supply of brutas give 1.5 income per extractor.
       If the higher tier spawner give slightly more income (like 1.5
       minerals per roach spawner for example), may be not as much as
       the slowlings, should be better ...
       (Also how about the armor upgrade offers some bonus income to
       the hive itself)
       #Post#: 1835--------------------------------------------------
       Re: Zerg eco system suggest
       By: Adam Date: February 12, 2021, 5:37 pm
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       I mean... thats kinda the idea behind balancing economy and
       agression... u decide either u need something high tier to stop
       terran push or if u can get away with some slowings to boost eco
       if suddenly higher spawners are not only better at stoping
       terrans but on eco as well then it is kinda no brainer- just
       spam highest stuff u have
       and yes brutas are terrible for eco (and for killing but that
       beside the point) thats why u make 1-2 spawenrs on each terran
       and dont touch them anymore
       #Post#: 1836--------------------------------------------------
       Re: Zerg eco system suggest
       By: Speed Date: February 13, 2021, 2:44 am
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       Yeah, zerg kinda pays twice for tech units, first for armor,
       then with higher supply cost...
       This has been a topic on discord actually, but as far as I know
       nothing worth sharing came out of it (yet). While I see a couple
       good points in this post, buffing roach income is ridicoulus^^
       it's already way too good for it's cost and with 7 supply it
       doesn't kill eco nearly as much. To get an idea on how good /
       bad a spawner is for eco let's assume 4 supply is the most
       efficient income spawner, since strikes are limited. So roaches
       only have a supply inefficiency of 3, that's not too bad,
       especially when looking at the other tech units, primals 5
       (66.6% worse than roach! While the unit is hardly better and
       it's another 4.3k tech cost!), ultras 8, bruts 26 (sadlol). I'm
       not against buffing income from tech units to let's say 60%
       efficiency, instead of being a flat +1 income * spawner * spire,
       but for roaches this may not happen until their efficiency is in
       line with other tech units, remove the fcking upgrades, should
       have happened in 4.0, instead I had to ask for stronger veterans
       because roach was gonna stay way too strong with only -10 hp on
       mini roach^^ (less than 10% total hp nerf and the unit was turbo
       broken in 3.x). Before 4.0 veteran marine was 2x dmg for 3x
       price, so zerg wasn't the only team paying for teching up, but
       this mechanic of both teams actually slowing down by teching up
       (which is a little unintuitive) is kinda gone now, but it wasn't
       consistent anyways, because elites actually win every zerg unit
       depending on numbers, and yeah, they are very expensive, but the
       highest tech zerg units are comparatively more expensive for
       zerg.
       Anyway, a change like this would change the design, but I'm not
       really a fan of the current design and the design has already
       been shifted with veteran buff in 4.0 and elites have actually
       been too strong all along xD. So I guess I'm happy if all the
       armor 3 non-infestor spawners give more income than they do now.
       With the yard producing gas and the big spines and hydras
       murdering T1 the game has become very late game focused for
       terran in my opinion (I'm not 100% sure on this yet, patch is
       very very new, but it does seem that way, but I've already done
       a 40 elite push in a non-troll game and that never happened in
       other patches), and this in turn, if it wasn't already, made the
       zerg late game focused, too. Basically get straight to endgame
       stuff like bruts, infused and torralisk and try to skip
       everything else (roach, primal, ultra lol... roach is still sort
       of strong, but most people have given up on it due to veteran
       buff).  Ah well, that is not entirely true, some ret4rds love to
       focus on the early game with zerg, it is literally countered by
       1 decent terran not taking a lot of dmg and making mass elites
       (adam can tell you a story or two), but I guess with the average
       lobby it's worth gambling for zerg that there is only 1 good
       terran which gets fcked over and then the other 2 are too fcking
       bad to eco for 20 minutes and make mass elite :')
       ...please nerf capacity. Just a dumb upgrade for dumb players
       (early game). I've tilted like 5 times past 2 days because of
       all-in x) Make it have 600-900 second cooldown at the start of
       the game so it can only be upgraded after 10-15 minutes pls
       #Post#: 1838--------------------------------------------------
       Re: Zerg eco system suggest
       By: Speed Date: February 13, 2021, 2:58 am
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       For those interested what made a T1 tryhard like me wait for 40
       elites to end...
       Lots of hydralisks with 6 dmg ups (+150%) and infestors behind
       the recently buffed big spine^^. I didn't see a world in which I
       could push through that with T1. Zerg team was 1 pro and 1
       retard and the retard left at 17minutes. Zerg's income at 30min
       was 14k, if the retard didn't make a bunch of capacitied
       slowlings up front it would have been way higher, also I think
       it's fair to say that there was a bit of an overinvestment into
       hydras, but if I didn't make the right choice of camping to mass
       elite I would have just lost T1 armies over and over again,
       ultimately losing the game x)
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