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       #Post#: 2146--------------------------------------------------
       Re: Community Version Balance Feedback
       By: scdpride Date: July 4, 2021, 4:15 am
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       Comments below after playing a few games
       Capacity under A1 – This should be removed, locking capacity I
       feel removes so many early builds.  Tanking are useless, creeper
       are useless.  The game was design to punish terran who takes 3
       gas, at this point, to stop a 3 gas terran is to F2 them.  There
       are plenty of good zergs whos build are eccentric around
       capacity.  Capacity nerf feels more personal than anything, not
       my fault you can’t hold your ground and are force to turtle.
       Ranking --  We should incorporate a ranking system similar to
       ladder or Zonecontrol.  People are obsess with ranking and they
       will be more obsess when they play for ELO rather than how good
       their W/L ratio are.
       Mineral container – I feel late game I struggle on space due to
       my sim city.  Is it possible to add a upgrade similar to the
       extractor?
       I honestly just want more zerg buff to balance the game, the
       state of the game now, zerg is extremely weak.
       #Post#: 2147--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Ecanos Date: July 4, 2021, 10:54 am
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       tankling Unit is not Countet in Standart Hex.... (no army
       points) [i will look in editor now, i really don t like got the
       pressure of tanklings, and it looks about 0 Units (just
       startspawner, did attack me)]
       yep. looks like this. added 0 -->40 points for produce/kill
       tankling. [at slowling it is 25, so this maybe help/corrected]
       not sure about produce and kill in blizzard statistic.
       [s]because i did post.[/s] I will say to ZergTriumph:
       "200minerals [the one Start Mineraler for Zerg] at start are
       under 30s @zerg buff" :D (a really small buff)
       #Post#: 2148--------------------------------------------------
       Re: Community Version Balance Feedback
       By: ZergTriumph Date: July 4, 2021, 11:51 am
       ---------------------------------------------------------
       [quote author=BigNoob link=topic=239.msg2145#msg2145
       date=1625387305]
       why are you guys so obsessed with forcing a playstyle down
       zerg's throat? There are legitimate scenarios that involve a few
       capacity upgrades which can punish a terran who's spread too
       thin too early.
       I really can't rationalize your obsession as anything other than
       some inability to understand that new Z who aren't shown the
       ropes properly will play badly and overspend on capacity. If the
       problem with capacity is that bad Z shoot themselves in the
       foot, then just teach them. If they're not listening and your
       ego can't handle it, then just leave and move on.
       [/quote]
       No one is forcing you to do anything. If you love capacity so
       much, play the original version of the game.
       #Post#: 2149--------------------------------------------------
       Re: Community Version Balance Feedback
       By: scdpride Date: July 4, 2021, 5:21 pm
       ---------------------------------------------------------
       Like i said, capacity is just a personal issue.  The state of
       the game now, we need to buff zerg not nerf them.  A terran with
       30+ games should not die to full capacity.   Granted they won't
       have fun, but they shouldn't outright lose.  Scvs are op at
       repairing gates.
       @rick
       Are you the one doing the changes?  I don't mind sponsoring the
       editor. Do you mind inplementing changes that i feel are
       necessary for community version to take over original zerg hex?
       It took months and time converting from zone control4 to zone
       control CE, but roz did it. Im sure you can too.  I love this
       arcade, I'm to old to play new games.
       Terran should be slight changes, there needs to be some
       adjustment for zerg
       #Post#: 2150--------------------------------------------------
       Re: Community Version Balance Feedback
       By: ZergTriumph Date: July 4, 2021, 5:48 pm
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       Removing capacity is a buff to zerg.
       #Post#: 2151--------------------------------------------------
       Re: Community Version Balance Feedback
       By: BigNoob Date: July 4, 2021, 7:35 pm
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=239.msg2148#msg2148
       date=1625417512]
       [quote author=BigNoob link=topic=239.msg2145#msg2145
       date=1625387305]
       why are you guys so obsessed with forcing a playstyle down
       zerg's throat? There are legitimate scenarios that involve a few
       capacity upgrades which can punish a terran who's spread too
       thin too early.
       I really can't rationalize your obsession as anything other than
       some inability to understand that new Z who aren't shown the
       ropes properly will play badly and overspend on capacity. If the
       problem with capacity is that bad Z shoot themselves in the
       foot, then just teach them. If they're not listening and your
       ego can't handle it, then just leave and move on.
       [/quote]
       No one is forcing you to do anything. If you love capacity so
       much, play the original version of the game.
       [/quote]
       Ah yes, the classic "if you don't like it, don't stick around"
       reply when you're trying to get visibility for a new project. I
       was going to stick with the original anyway, because I'm not
       going to help build traction for a map with changes I disagree.
       #Post#: 2152--------------------------------------------------
       Re: Community Version Balance Feedback
       By: scdpride Date: July 4, 2021, 11:20 pm
       ---------------------------------------------------------
       You don't play zerg then, while max capacity is bad. Its all
       situational.  How many votes to reserve capacity lock?
       #Post#: 2153--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Ecanos Date: July 5, 2021, 8:23 am
       ---------------------------------------------------------
       *kill the skilled Way of Start Spawner to Gas
       #Post#: 2154--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 5, 2021, 9:11 am
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       ---
       #Post#: 2155--------------------------------------------------
       Re: Community Version Balance Feedback
       By: ZergTriumph Date: July 5, 2021, 12:06 pm
       ---------------------------------------------------------
       [quote author=RickSanchez link=topic=239.msg2154#msg2154
       date=1625494299]
       So far no suggestion is worthy to discuss it in detail with
       ultralisk buff leading the chart.
       [/quote]
       At least make the unit control changes proposed by Unicorn.
       These are not controversial, and the push priority for
       infestors/hydra was requested long ago by Najdorf and ignored by
       wmaster.
       Unit control
       » Terran buff - Ladder rules: SCVs are missing a "halt
       construction" command.
       » Terran buff - Ladder rules: when you right-click
       auto-repairing SCVs on a fully-repaired building, the SCVs
       should still move towards the building first before looking
       around for buildings to repair. I think this is actually the
       same phenomenon as the 4th item in this list.
       » Terran buff - I'm not sure if this is possible to implement,
       but it would be nice if you could help players control which
       direction an SCV goes after finishing a wall. 90% of the time it
       goes downwards and gets eaten if you're a terran on the top half
       of the map.
       » Both buff - Ladder rules: right-clicking your army on your own
       building or unit while retreating shouldn't cause everyone to
       turn around and start firing again. On ladder, right-clicking is
       treated as a move command. I'm guessing there's some sort of
       tether radius thing going on, where in Zerg Hex the unit only
       needs to get a whopping 5 range close to the target before it
       thinks it has reached it. This affects ranged units for both
       zerg and terran, but not melee units. On ladder, all units need
       to approach 1 range before it's satisfied.
       » Zerg buff - Infestors and hydras should have push priority.
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