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       #Post#: 1867--------------------------------------------------
       Re: Patch Notes 4.8
       By: Speed Date: February 15, 2021, 1:19 pm
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       [quote author=ZergTriumph link=topic=196.msg1865#msg1865
       date=1613413361]
       Wmaster please immediately revert the changes to tank.  There is
       unanimous consent among all players that the current tank does
       not work at all.
       [/quote]
       I want to add that old tank also worked very well for some
       tasks. With high ground change sadly 1 task is lost, but it
       still is the only response vs. spores if you can't push to clear
       them. (now only way is reaper / reaper + stasis)
       #Post#: 1868--------------------------------------------------
       Re: Patch Notes 4.8
       By: RickSanchez Date: February 15, 2021, 2:11 pm
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       [quote author=ZergTriumph link=topic=196.msg1865#msg1865
       date=1613413361]
       Wmaster please immediately revert the changes to tank.  There is
       unanimous consent among all players that the current tank does
       not work at all.
       [/quote]
  HTML https://media.tenor.com/images/a0d6553db2f51c907c696cded82231ac/tenor.gif
       maybe cut costs alot and increase damage somewhat. the energy-
       and ressourceconsumtion is in no relation to the impact.
       In this state it is only good to BM zerg since it is revealed
       like "look, I still buy it because I can..."
       tbh fixing earlygame cheese is more important imo.
       My wishlist for 4.9
       Lock Creep Tumor, Nest and Capacity behind Armor 1
       Increase Hydra Baserange +1
       Increase Hydra Growth Timer 50 -> 80s
       Increase Hydra Regeneration Delay 0 -> 2s
       Reduce Techbarrier for tank
       Increase all Tank ability damage x2
       Reduce Tank Energyuse 4k -> 1k
       gg
       #Post#: 1880--------------------------------------------------
       Re: Patch Notes 4.8
       By: ExtraLemon Date: February 16, 2021, 10:30 am
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       [attachimg=1]
       #Post#: 1887--------------------------------------------------
       Re: Patch Notes 4.8
       By: RickSanchez Date: February 18, 2021, 8:41 am
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  HTML https://youtu.be/MtmIawtdu_A
       #Post#: 1888--------------------------------------------------
       Re: Patch Notes 4.8
       By: Adam Date: February 18, 2021, 11:08 am
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       first one on 3 min is just dirty and is a reason why tumors
       should be locked on a1
       but everything after it is just pure terran fauil
       hydra creeping on wall on 22 min? while zerg barly on 2k eco?
       lel
       #Post#: 1889--------------------------------------------------
       Re: Patch Notes 4.8
       By: Oayoo Date: February 18, 2021, 11:08 am
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       capacity lock under T1 pliz.
       #Post#: 1890--------------------------------------------------
       Re: Patch Notes 4.8
       By: Speed Date: February 18, 2021, 2:56 pm
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       After 1 week of 4.7 changes, some clues about hydra, big spines
       and the game as a whole.
       Hydras are fantastic at early game now, their 3x 200 HP pool (2x
       200 HP layer + 200 HP base) allows them to easily stay alive
       before terrans develop good DPS. 3 hydras oneshot a T1, while
       only being an investment of 450 minerals, allowing zerg to slow
       down a terran's momentum a bit (which is huge; Zerg hex is
       extremely momentum heavy). Hydras biggest weakness is their max
       range of 7, which makes it harder to trade when terrans get
       bigger and upgraded (T2 / T3) armies. The zerg high ground
       change has good and bad aspects, I definetely like the fact you
       can put spires anywhere now and marines will not be able to
       snipe them from the side, I dislike the fact that terrans only
       get radar effect instead of reveal when scanning, especially
       when it comes to ramp, big spines and hive area. Not sure how I
       feel about stasis cannon being unable to target high ground, I
       guess it's ok, but tank not being able to target high ground is
       BS, cracking the high ground easily was 1 of the few reasons to
       make (old) tank, so I'm definetely unhappy about that. Big
       spines are pretty strong against T1s now, as expected the
       increase in splash damage to instantly kill all T1s around main
       target is huge, I feel like this encourages camping more than is
       good for the game.
       The good impact patch 4.7 had:
       -Zerg finally has a unit that takes some micro skills, can be
       made (relatively) responsively instead of preparing it way ahead
       of time.
       -Zerg have some more protected area to build (not just the high
       ground change, there is more area on low ground, too)
       The bad stuff that came along:
       -Lots of zerg players use hydra + creep tumor early on to
       cheese; a 100% way to hopelessly lose a game if a good terran is
       untouched (see replay 4 below), yet a massive issue for the
       terran(s) that have to deal with it.
       I've said this before, but please lock capacity and creep
       generation from early game, the game is not enjoyable if terrans
       don't get ~10 minutes (depends on skill) to build up. Also zerg
       sacrificing their eco to cheese isn't even good for them,
       because with reduced eco they will actually have no way to win
       if there's a good terran that didn't get screwed over. (just
       look at 4th replay if you don't believe me :) )
       1
  HTML https://drive.google.com/file/d/1PAhQs4xHpIM80vP1Nz9wQJeBeb8DQFci/view?usp=sharing<br
       />(Zerg game; hydras)
       2
  HTML https://drive.google.com/file/d/1K4Kw8KWqXpaaJ6W6_5wme8e-Q7tgmflE/view?usp=sharing<br
       />(Zerg game; hydras; reapers; turtle)
       3
  HTML https://drive.google.com/file/d/1tKLBhWnF9tMNQDjU8eE6qLR73zox9_rU/view?usp=sharing<br
       />(Terran game; T1; big spines; zerg high ground; terran eco)
       4
  HTML https://drive.google.com/file/d/14sYIqQ5pByg7mrf7z_0MAlZMRxDsaC01/view?usp=sharing<br
       />(Terran game; T3; low eco zerg; hydras; terran eco)
       5
  HTML https://drive.google.com/file/d/1bMGbJ8Z8qqnEs3bmg05BMj7tVrtU_IKI/view?usp=sharing<br
       />(Zerg game; big spines; transfuses)
       6
  HTML https://drive.google.com/file/d/1pfucw0T6lX424zcQbLesp4ow_YZ3cVjx/view?usp=sharing<br
       />(1v1 Terran game; hydras; T1; T3; terran eco)
       #Post#: 1893--------------------------------------------------
       Re: Patch Notes 4.8
       By: Mett Gaming Date: February 19, 2021, 7:23 am
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       My three and a half cents to this:
       I really like the hydra changes for once I don't feel bad making
       them early and actually have some success of dealing with early
       pushes. Big Like!
       The zerg highround change is also quite nice, no need to worry
       about getting your eco sniped over the cliff anymore. Big Like!
       Tank feels utterly useless. To be fair I've only build it once
       but was immediately repelled by the big upgrade costs, the long
       upgrade times and the fact that it can't shoot while upgrading.
       I guess it's a unit to flex on the zerg but nothing more.
       Dislike!
       The rearranged Big Spines now being able to snipe mid nest.
       Like!
       Final verdict: Definitely a big step in the right direction
       (wherever that is :D )
       #Post#: 1894--------------------------------------------------
       Re: Patch Notes 4.8
       By: Oayoo Date: February 19, 2021, 10:38 am
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       capacity and tumor lock under A1 PLIZ
       #Post#: 1969--------------------------------------------------
       Re: Patch Notes 4.8
       By: ZergTriumph Date: February 28, 2021, 2:28 pm
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       Aside from the tank, the game is a lot better now.
       Just revert tank to what it was, and the game will be almost
       perfect.
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