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       #Post#: 2189--------------------------------------------------
       Re: Community Version Balance Feedback
       By: WanWhiteWolf Date: July 27, 2021, 12:29 am
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       Terran also need some adjustments.
       For example middle is weak for no reason. Either some map
       correction to balance it or add an additional extractor nearby.
       This way mid is more exposed but there is a benefit for an
       additional extractor if you can hold it.
       It would also be nice to have a "kill count". If you kill X
       amount of units, terran can get something (gas, additional units
       ...etc). This way if you are heavily focused you have something
       extra to boost your income later on. So are not condemned on
       high ground and slowly charging a ion for 30 min.
       #Post#: 2190--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 27, 2021, 6:08 am
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       #Post#: 2191--------------------------------------------------
       Re: Community Version Balance Feedback
       By: WanWhiteWolf Date: July 27, 2021, 6:31 am
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       [quote author=RickSanchez link=topic=239.msg2190#msg2190
       date=1627384094]
       [quote]BUT: You have to make the lvl 1 armor afterwards to get
       more eco[/quote]
       Why? xD that makes absolutely no sense. you dont need to do
       armor 1 to get more supply..
       [/quote]
       Maybe I missread the change: "Capacity upgrade for spawners
       requires to have Zerg Armor 1."
       Isn't capacity upgrade = overlord?
       #Post#: 2192--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 27, 2021, 6:36 am
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       #Post#: 2193--------------------------------------------------
       Re: Community Version Balance Feedback
       By: WanWhiteWolf Date: July 27, 2021, 7:23 am
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       [quote author=RickSanchez link=topic=239.msg2192#msg2192
       date=1627385791]
       [quote author=WanWhiteWolf link=topic=239.msg2191#msg2191
       date=1627385472]
       [quote author=RickSanchez link=topic=239.msg2190#msg2190
       date=1627384094]
       [quote]BUT: You have to make the lvl 1 armor afterwards to get
       more eco[/quote]
       Why? xD that makes absolutely no sense. you dont need to do
       armor 1 to get more supply..
       [/quote]
       Maybe I missread the change: "Capacity upgrade for spawners
       requires to have Zerg Armor 1."
       Isn't capacity upgrade = overlord?
       [/quote]
       No Capacity upgrade for spawners is the red spawners with higher
       max output.
       i mean you got it on the other part of the message..
       [/quote]
       Then I misread. Sure, having +1 extractor for no red spawners at
       start is worth it. It's a good tradeoff for the zerg.
       #Post#: 2195--------------------------------------------------
       Re: Community Version Balance Feedback
       By: BigNoob Date: July 27, 2021, 9:20 pm
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       Should we discuss whether early leaver penalty needs change? The
       argument about letting Terrans play ought to apply to Z as well.
       #Post#: 2196--------------------------------------------------
       Re: Community Version Balance Feedback
       By: ZergTriumph Date: July 28, 2021, 6:49 am
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       [quote author=BigNoob link=topic=239.msg2195#msg2195
       date=1627438817]
       Should we discuss whether early leaver penalty needs change? The
       argument about letting Terrans play ought to apply to Z as well.
       [/quote]
       I think the very early leaver penalty should be reduced. Right
       now it encourages trolling, people who leave very early just to
       spite the zerg.  Only eliminating one extractor instead of both
       would be a good start.
       And it should count as a loss no matter when you quit.  A lot of
       players are record whores who join lobbies, see whether or not
       they think they can win, then quit before 2:15 over and over.
       #Post#: 2197--------------------------------------------------
       Re: Community Version Balance Feedback
       By: guest99 Date: July 28, 2021, 7:55 am
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       Another vote for removing capacity lock.
       I also think WanWhiteWolf's idea on some kill count bonus is a
       good idea, though I don't know what would be a good way to
       implement it. Regardless, something like a bonus for every 500
       kills or higher would be better than 50 kills, so that terran's
       won't be pressured to "count their kills" for the bonus.
       Boosting mineral containers is also an upvote. You get 12
       spawners worth of come per supply with containers, vs 11.25 and
       lag with lings. Thus, mineral containers are only fractionally
       better from an eco standpoint, especially since it's behind
       armor 4. Decreasing the supply cost to 12 gives 15 per supply
       (but ugly math), or increasing the bonus from +4 to +5 effective
       spawners achieves the same eco but makes the math slightly
       harder for newbie zergs and math nerds.
       Regarding concerted ion rushers, reducing omega spawn time from
       2 min to 30 seconds won't do much, though it doesn't hurt to
       change it. As you pointed out, these rushers will end the game
       in about 20 min, and the combined zerg eco is less than 10k.
       Buffing the omega's HP by 1k might help a little bit, as it
       would require more than just a single ion and a handful of
       marines to kill an upgraded omega. I think that the real issue
       is that zerg late early game (12-16 min when defending mass
       t1's) is too weak. Besides helping defend against t1's from 2+
       terrans, buffing this part should help take down low-ground
       turtles at the very least, delaying the ions. Similarly, I find
       that terrans forced into low-ground turtle generally get their
       italis at aroun 21 min, but it's difficult to deny them as zerg
       if just one terran is very active due to a lack of resources.
       This a pretty vague suggestion at the moment, unfortunately, but
       I'll think harder on it for the next few days.
       I also forgot to mention that ultras don't have a
       spawner-specific upgrade, so there's another avenue for buffing
       them.
       A conservative way to deal with early terran leavers is to sync
       it with the 11 minute eco penalty for zerg. If the terran leaves
       before 11 min, they get a loss. Otherwise, it follows the normal
       rule. As someone pointed out, playing as 1-player terran vs zerg
       (due to unresponsive teammates) just isn't fun most of the time,
       and the game can easily last another half an hour, so a hard
       rule against leaving at all is in poor taste. Personally, I
       think something like a 6 min cutoff is more appropriate then 11,
       but as I said, 11 is quite conservative.
       #Post#: 2198--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 28, 2021, 10:04 am
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       #Post#: 2199--------------------------------------------------
       Re: Community Version Balance Feedback
       By: BigNoob Date: July 28, 2021, 12:10 pm
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=239.msg2196#msg2196
       date=1627472942]
       [quote author=BigNoob link=topic=239.msg2195#msg2195
       date=1627438817]
       Should we discuss whether early leaver penalty needs change? The
       argument about letting Terrans play ought to apply to Z as well.
       [/quote]
       I think the very early leaver penalty should be reduced. Right
       now it encourages trolling, people who leave very early just to
       spite the zerg.  Only eliminating one extractor instead of both
       would be a good start.
       And it should count as a loss no matter when you quit.  A lot of
       players are record whores who join lobbies, see whether or not
       they think they can win, then quit before 2:15 over and over.
       [/quote]
       I agree with the losses counting no matter what. W/L seems to be
       the best proxy to gauge who's reliable on the team, and I was
       confused the other day to see Adam have a 10-0 score on Terran
       when he babyrages all the time and leaves when he can't have a
       walk in the park against Z. He left cause he couldn't be
       bothered to deal with 1 no micro F2 on mid from a shit Z with <
       20% win rate lmfao.
       As for the penalty, I personally would prefer a heavier income
       loss with no building removal. Having to wait for 600 + 220
       minerals with reduced income and flat tax only to get the 1st
       spire back just feels like a convoluted way to say "fuck you,
       zerg".
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