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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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