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#Post#: 1913--------------------------------------------------
Re: Patch Notes 4.9
By: Mett Gaming Date: February 20, 2021, 1:06 pm
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Why not increase hydra range by 1 at Armor 2?
Rant: Also tanks are literal trash. In order for them to be not
completely useless you would need to add a 0 to their dmg and
even then they probably are just a way to flex on the zerg.
Dealing 2k dmg every 60s... I wasn't around for a while but I
can't figure out the thought process behind this. It doesn't one
shot anything and by the time you get another shot off the thing
already healed back to full anyways. The old tank was fine as it
was in my opinion.
#Post#: 1914--------------------------------------------------
Re: Patch Notes 4.9
By: Mett Gaming Date: February 20, 2021, 1:39 pm
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BTW: Anyone else realized that the tank has less dps than a
standard marine?
ok, ok I stop now...
#Post#: 1917--------------------------------------------------
Re: Patch Notes 4.9
By: Mett Gaming Date: February 21, 2021, 11:26 am
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for those that haven't seen the siege tank in "action", here is
the game I based my initial rant on: Skip to 21 minutes to see
it's glory.
In short: I like the other changes made but the tank seems not
thought through and poorly implemented. It is simply unusable. I
seriously suggest either reverting it or removing it, cause I
don't see how it could possibly be viable in it's current form,
there is just too much wrong with it. Even the suggested 10x
damage increase wouldn't change that, but feel free to fight me
on that :)
HTML https://www.youtube.com/watch?v=q31FRnKnx5Q
#Post#: 1918--------------------------------------------------
Re: Patch Notes 4.9
By: Oayoo Date: February 21, 2021, 12:17 pm
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Not like we saw that way before everyone else... The idea by
itself of this kind of tank is fucked up. It has no purpose
(there are already stuff doing the same shit).
It was going to be too op or too trash. We got the trash one.
ps: CAPACITY LOCK UNDER A1 PLIZ + BUFF BRUTS and the game is
perfect.
#Post#: 1922--------------------------------------------------
Re: Patch Notes 4.9
By: CBDH Date: February 22, 2021, 10:24 pm
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Or simply give the generator more starting energy, since it
barely sustain 3 marines, an extra shock trooper with blast use
will put the entire squad into energy shortage and forced to
pull back in panic, before terran can get enough minerals to get
1 or 2 generator upgrades.
#Post#: 1955--------------------------------------------------
Re: Patch Notes 4.9
By: CBDH Date: February 26, 2021, 1:38 pm
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Zerg might be too strong with early capacity, but also might be
weak without capacity. I suggest a capacity change : give only
+1 unit for slowling, creeper, tankling, and only give another
+1 after A1.
Current capacity investment cost the zerg around 1.5 minutes
income, but it hurts terrans more than that. Given the terran
have +60gas income, if you managed to kill the refineries before
they can break even (and they don't have that for a while), and
destroy some fruit farms, would set back terran eco ~5 minutes,
or more.
Here's my recent solo zerg game, early spawners with capacity
forced 3 terrans to pullback, also give 2 other terrans trouble.
At 27 min mark the ravator + infused push didn't met any
resistance, i don't remember if i see any veteran marine ...
HTML https://www.youtube.com/watch?v=2-eVEsWqoZU
#Post#: 1958--------------------------------------------------
Re: Patch Notes 4.9
By: Oayoo Date: February 26, 2021, 2:32 pm
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looking your video gave me cancer but it is a good exemple for
wmaster x)
this capacity rush must be stop
Lock capacity behind A1 pliz
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