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#Post#: 1897--------------------------------------------------
Patch Notes 4.9
By: WMaster Date: February 19, 2021, 11:59 am
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Patch 4.9 went live on 19.02.2021
[list]
[li]Creep Tumor
[list]
[li]Now requires Armor 1 research.[/li]
[li]Increased cost from 150 to 160 minerals.[/li]
[/list][/li]
[li]Nest
[list]
[li]Now requires Armor 1 research.[/li]
[/list][/li]
[/list]
#Post#: 1898--------------------------------------------------
Re: Patch Notes 4.9
By: RickSanchez Date: February 19, 2021, 12:06 pm
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Can you explain why you randomly increased the price for the
creep tumor and not locked capacity too?
That leaves for my 4.10 wishlist:
Lock Capacity behind Armor 1
Increase Hydra Baserange +1
Increase Hydra Growth Timer 50 -> 80s
Increase Hydra Regeneration Delay 0 -> 2s
Decrease Creep Tumor price back to 150
Reduce Techbarrier for tank
Increase all Tank ability damage x2 (or possible even x3)
Reduce Tank Energyuse 4k -> 1k
#Post#: 1899--------------------------------------------------
Re: Patch Notes 4.9
By: muffin Date: February 19, 2021, 1:54 pm
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Why every post I see people asking capacity lock before armor 1?
???
Zerg already seems very weak against 4-5 good terrans.
Why take away another option for them?
#Post#: 1900--------------------------------------------------
Re: Patch Notes 4.9
By: Speed Date: February 19, 2021, 2:17 pm
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[quote author=muffin link=topic=202.msg1899#msg1899
date=1613764481]
Why every post I see people asking capacity lock before armor 1?
???
Zerg already seems very weak against 4-5 good terrans.
Why take away another option for them?
[/quote]
Capacity against 4-5 good terrans is not an option.
Capacity is however an option when you face 5 trash terrans with
1 jewel inbetween... then you simply press 1 button on every
spawner and the jewel will not accomplish more than all the
rubbish around it.
Zerg already had a pretty easy time against 1 good terran before
4.7, without upgrading capacity, with 4.7 it's only gotten
better (hydra and big spine change), but still zerg is allowed
to just press 1 button and remove the only skilled terran from
game. Doesn't matter if you play well or not, it's
mathematically impossible to kill the amount of zerg units that
10+ capacitied spawners produce fast enough, making for a rather
unenjoyable experience. For me this experience hardly changes
when having a skilled team or a bunch of trash, sure with a
skilled team I'll win in the end, but the fact I didn't even get
to play the game isn't changed by a victory at all.
This is why so many people ask for capacity nerf / removal. From
a 90+% zerg win rate point of view, capacity never was needed to
win games, was kinda ok to increase energy drain in mid /
lategame but nothing really crazy essential for zerg lol.
#Post#: 1901--------------------------------------------------
Re: Patch Notes 4.9
By: Adam Date: February 19, 2021, 2:18 pm
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[quote author=muffin link=topic=202.msg1899#msg1899
date=1613764481]
Why every post I see people asking capacity lock before armor 1?
???
Zerg already seems very weak against 4-5 good terrans.
Why take away another option for them?
[/quote]
there are so many things wrong with this post I am not sure if
it isnt someone just meming on alt acc...
but I will bite anyway and explain:
there are 2 reasons
1 bc games with 4-5 good terrans literaly do not happen unless
there is some party playing, there is usualy 1 max 2 good
terrans in random lobby and bc of capacity they are literaly
cheesed out of the game, no matter how good u are if zerg only
focus u and up cap there is no way for u to play the game
2 in this rare chance where there actualy are 4+ good terrans in
a game capacity is actualy more hurtful for zerg than terrans so
locking it away actualy helps u as ur noob teammate wont do it
:)
#Post#: 1902--------------------------------------------------
Re: Patch Notes 4.9
By: Oayoo Date: February 19, 2021, 4:02 pm
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LOCK CAPACITY UNDER A1 PLIZ SIR
#Post#: 1907--------------------------------------------------
Re: Patch Notes 4.9
By: BigNoob Date: February 19, 2021, 6:11 pm
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I would personally prefer having capacity be time gated instead
of mineral locked as suggested by Speed at some point, or
initially capped (later unlocked either by time or by a1). I
don't want to lose the ability to tilt a terran with upgraded
strikes because my fellow shit Z cant control themselves with
slowling upgrades.
#Post#: 1908--------------------------------------------------
Re: Patch Notes 4.9
By: Turb007 Date: February 19, 2021, 6:19 pm
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[quote author=Adam link=topic=202.msg1901#msg1901
date=1613765928]
there are 2 reasons
1 bc games with 4-5 good terrans literaly do not happen unless
there is some party playing, there is usualy 1 max 2 good
terrans in random lobby and bc of capacity they are literaly
cheesed out of the game, no matter how good u are if zerg only
focus u and up cap there is no way for u to play the game
2 in this rare chance where there actualy are 4+ good terrans in
a game capacity is actualy more hurtful for zerg than terrans so
locking it away actualy helps u as ur noob teammate wont do it
:)
[/quote]
Well said
#Post#: 1909--------------------------------------------------
Re: Patch Notes 4.9
By: RickSanchez Date: February 20, 2021, 3:53 am
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Lock Capacity behind Armor 1
As people said with capacity zerg can fully deny you any play
beside high ground ion.
Increase Hydra Baserange +1
Elite Scopes exist.
Increase Hydra Growth Timer 50 -> 80s
Hydras trade a little too well. With some more growthtimer you
can't just feed the first layer for some marines.
Increase Hydra Regeneration Delay 0 -> 2s
The nonexistent delay negates the off-creep-penalty almost
completly.
Decrease Creep Tumor price back to 150
It was too expensive before already. Now it is nobrainer to get
nests instead.
Reduce Techbarrier for tank
Increase all Tank ability damage x2 (or possible even x3)
Reduce Tank Energyuse 4k -> 1k
It will most likely still be useless. Revert or tweak.
#Post#: 1911--------------------------------------------------
Re: Patch Notes 4.9
By: Speed Date: February 20, 2021, 5:48 am
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[quote author=RickSanchez link=topic=202.msg1909#msg1909
date=1613814789]
Increase Hydra Baserange +1
Elite Scopes exist.
[/quote]
True, elite scopes do exist, but it will take more than 20
minutes for that to come into play, so I think increasing the
base range of hydras by 1 immediately is a little bit over the
top. However if hydras are meant to be useful in later stages of
the game, they definetely need 1-3 more range through some
upgrades or something like that. Perhaps it's fine if hydras are
early / midgame only though.
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