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       #Post#: 2200--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Ecanos Date: July 28, 2021, 1:54 pm
       ---------------------------------------------------------
       [quote author=BigNoob link=topic=239.msg2199#msg2199
       date=1627492233]
       [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 **** 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 "**** you,
       zerg".
       [/quote]
       first of all Play "community Version" and don t Cry :D of a
       System that works. This player Adam no more want playing, he got
       all archivments, he personally want. He has nothing, he want in
       SC2 Zerg Hex.  PLaying vs braindead zergs, are not a challenge
       you want, because every lower player, darf="allowed to" play Low
       but he must play highest level for them [his own win] (because
       lowies don t reach it) [adams easyiest win phase was oldfirebat]
       :D [and oldfirebat did only worked, because the players was
       super low and have over Mineral and over vespen (a extrem noob
       buff unit ))]. But with strikling or mass units, firebat, was
       not able to run into zerg.
       #Post#: 2201--------------------------------------------------
       Re: Community Version Balance Feedback
       By: bossypalladin Date: July 28, 2021, 9:40 pm
       ---------------------------------------------------------
       I like the unique flavor of Community Version as it is - zerg is
       weaker early but ecos up faster.  Capacity definitely should not
       be brought back before Armor 1.
       I also like the idea of zerg becoming ever more powerful as the
       game goes on.  But currently there's a point where zerg stalls
       out in the lategame if multiple terrans are turtled with full
       gens.  They can easily win with ion and there's little zerg can
       do. I agree with the suggestion to allow zerg to have unlimited
       omegas.  It would make zerg truly OP lategame and force terrans
       to actually try to push instead of relying on ion from the
       beginning.
       Also, bring back the old tank. The new tank is terrible.  It
       costs way too much for terran to counter spores with the new
       tank.
       #Post#: 2202--------------------------------------------------
       Re: Community Version Balance Feedback
       By: BigNoob Date: July 29, 2021, 1:02 am
       ---------------------------------------------------------
       [quote author=Ecanos link=topic=239.msg2200#msg2200
       date=1627498465]
       first of all Play "community Version" and don t Cry :D of a
       System that works. This player Adam no more want playing, he got
       all archivments, he personally want. He has nothing, he want in
       SC2 Zerg Hex.  PLaying vs braindead zergs, are not a challenge
       you want, because every lower player, darf="allowed to" play Low
       but he must play highest level for them [his own win] (because
       lowies don t reach it) [adams easyiest win phase was oldfirebat]
       :D [and oldfirebat did only worked, because the players was
       super low and have over Mineral and over vespen (a extrem noob
       buff unit ))]. But with strikling or mass units, firebat, was
       not able to run into zerg.
       [/quote]
       You don't make any sense. If you think that this is a system
       that works, then by your standards, a score board that doesn't
       change is also a system that works, since both represent the
       same garbled information.
       The example I gave was literally Adam avoiding any struggle. The
       only challenge he'd have gotten that game would be from early
       F2s, because after 3 minutes, the Zerg would have misused his
       resources so much that he wouldn't even need to break 50 APM for
       the rest of the game.
       If he wanted an actual challenge, then he'd get some friends and
       run some private games, but I doubt Adam would have enough SC2
       friends considering how much of a narcissistic shithead he is in
       game. I can only hope that he's actually nice IRL.
       Also weird to see you comment on game balance when you created
       ZH One Way.
       #Post#: 2203--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 29, 2021, 4:32 am
       ---------------------------------------------------------
       ---
       #Post#: 2204--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Adam Date: July 29, 2021, 6:08 am
       ---------------------------------------------------------
       'slow clapping' what a gold comedy u guys got here going...
       actualy made me log in on forum first time in 4 months or so
       1 there is a "slight" difference between "leaving game which u
       think is unwinnable" and "leaving a game which is unwinable"...
       first one is done by people like mwhahhahaha that after failing
       at literaly everything for 20 min start flaming me for 2 min
       then leave the game so I can win it 4 min later... in a way I
       suppose he was right- it truly was unwinnable for zerg before he
       left...
       second one on other hand is something u may be little less
       familiar with as its probably little above ur experience
       thershold but play few thousands games more, gain little more
       wr and u too will be quite accurately conclude that for example
       playing zerg with 10-27 ally when there is sorceres on his side
       is nothing but a waste of time
       2 as for leaving bc of f2 before 2:15- it has nothing to do with
       stats or challange tbh... quite opposite, its a pinnacle of
       stategy - zerg uses aaaaaaaaaaaamazing and totaly prooooooooo
       strat that only true micro gods can pull off aka press 2
       buttons, aclick mid so I counter with equally demanding strat of
       pressing 2 buttons and giving zerg exactly what he wanted- 1
       less terran in
       game... "he didnt want dead eco with it"? och well, then maybe
       in next game he will think a little longer before giving terran
       incentive to leave when it is better for terran team if one of
       them leave (which is btw totaly *ed just as early capacity u
       want unlocked)
       #Post#: 2205--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Persephone Date: July 29, 2021, 6:46 am
       ---------------------------------------------------------
       Why not change the map so that it's harder for zerg to abuse the
       middle terran?
       You could shift the 2 side terrans farther away from mid.
       And/or move the mid-terran's third gas closer to his first so
       it's easier to defend.
       #Post#: 2206--------------------------------------------------
       Re: Community Version Balance Feedback
       By: BigNoob Date: July 29, 2021, 12:38 pm
       ---------------------------------------------------------
       [quote author=Adam link=topic=239.msg2204#msg2204
       date=1627556907]
       'slow clapping' what a gold comedy u guys got here going...
       actualy made me log in on forum first time in 4 months or so
       1 there is a "slight" difference between "leaving game which u
       think is unwinnable" and "leaving a game which is unwinable"...
       first one is done by people like mwhahhahaha that after failing
       at literaly everything for 20 min start flaming me for 2 min
       then leave the game so I can win it 4 min later... in a way I
       suppose he was right- it truly was unwinnable for zerg before he
       left...
       second one on other hand is something u may be little less
       familiar with as its probably little above ur experience
       thershold but play few thousands games more, gain little more
       wr and u too will be quite accurately conclude that for example
       playing zerg with 10-27 ally when there is sorceres on his side
       is nothing but a waste of time
       2 as for leaving bc of f2 before 2:15- it has nothing to do with
       stats or challange tbh... quite opposite, its a pinnacle of
       stategy - zerg uses aaaaaaaaaaaamazing and totaly prooooooooo
       strat that only true micro gods can pull off aka press 2
       buttons, aclick mid so I counter with equally demanding strat of
       pressing 2 buttons and giving zerg exactly what he wanted- 1
       less terran in
       game... "he didnt want dead eco with it"? och well, then maybe
       in next game he will think a little longer before giving terran
       incentive to leave when it is better for terran team if one of
       them leave (which is btw totaly *ed just as early capacity u
       want unlocked)
       [/quote]
       I can only discuss point 2, and I absolutely agree. In fact,
       leaving is a dominant strategy. There is no point in playing
       when 2 people per side can just leave and fuck Z over. I'd be
       happy if both of the terrans on my side leave before 2:15 all
       the time. There is absolutely nothing Z can do to stop me from
       rolling them when they're set back to ~100 mins per minute.
       Since you already know that leaving early is the best move, why
       do you ever stay in a lobby? Does this entire thing take away
       from the fact that leaving should reflect on your score the same
       way that leaving at any time after 2:15 does? You're an absolute
       pain to deal with throughout the entire match, but can we stop
       pretending like you have nobler motives than "waaah I can't
       snowball Z because I'm being F2'd as mid, waaaah"
       If your approach to teaching Z how to play better is to fuck
       them over in the hopes of them understanding the issue (which
       will never happen), then why are you complaining about my desire
       to have capacity unlocked? At least be consistent with your
       unhelpfulness.
       About capacity:
       There are valid use cases that can fuck T over massively. I
       don't see why I should be forced to pay 800 mins to unlock A1
       just so my ally and I can get 60 upgraded strikes to punish
       greedy terrans, all because you guys think that the best way to
       have new Z get better is to change game mechanics -- with can be
       circumvented, instead of providing ways to teach the new
       players???
       There was literally a solid month where a silver league player
       kept on hogging Z and kept losing, then claimed that T was imba
       because he never managed to win. We told him that eco is king
       when he had 10 Z games, and 130+ games later he still never made
       spires. Do you think this kind of player is rare? Do think that
       guy wouldn't have saved 800 minerals just to then get capacity?
       If we're going to be arrogant pricks trying to decide what is
       good for the rest of the playerbase, then can we address the
       root of the issues instead of trying to apply a bandaid?
       Let's face it, a zerg that is tempted to capacity upg their
       spawners at the start is the not the caliber of ally that you
       want. You're fucked already. You can't stop a toddler from
       hurting themselves even if you put them in an inflatable castle.
       Maybe they won't be able to set their eco back 5 minutes, but do
       you think that will magically improve their decision making 10
       minutes into the game?
       #Post#: 2207--------------------------------------------------
       Re: Community Version Balance Feedback
       By: WanWhiteWolf Date: July 30, 2021, 2:36 am
       ---------------------------------------------------------
       [quote author=RickSanchez link=topic=239.msg2198#msg2198
       date=1627484664]
       Random idea: when upgrading a spawner it has 1-5% chance to
       spawn an a skinned unit instead which gives +1/2/3/4/5/10
       minerals on kill?
       it's too fancy tho and clearly be an addition
  HTML https://i.redd.it/1xitjmxho9g31.png
       [/quote]
       That's a nice idea.  The number has to be a bit bigger though. I
       mean the zerg can micro away that unit. Also +1 mineral is not
       much considering that your income, even with a few farms is 100+
       minerals. That gives you a second boost overall every 1-2
       minutes.
       I think a 10% chance is more reasonable but maybe it's better to
       start lower for testing. Since it's an addition it's best to
       start conservative. I would also give a boost to hp to the
       special unit. This way Z has a reason to use them for attack
       instead of micro them away (or killing them himself).
       I also agree with the others with the Z penalty. As a terran am
       I glad my ally leaves. It's the best thing he can do. That
       shouldn't be the case. Some T leave when they are focused so
       they give the team a good chance to win. It's a "Strategy".
       WMaster mentioned at some point that he wants to add gas bonus
       for Z. This encourages the T to be more active (clear the gases
       early) and also gives a permanent boost to Z when a terran
       leaves (gas is indestructible). My idea was to make infestors +
       Hydra with gas. This way you don't have to cripple your eco to
       get those. But of course, there can be other things.
       Another thing that needs some work is the mid position for
       terran. It's unbalanced for no reason. I am not saying that all
       positions should be played the same. But it has to be a trade
       off. One suggestion would be to add land between 3rd gas and
       base.  This way terran, provided he can secure 3 attack
       directions, will get extra space for farms. It's a trade off.
       Harder to hold but more income if done right.
       Some other suggestions:
       - Add Conservation 4. For really late games.
       - Make spine crawlers cheaper. They are useless at the moment. I
       mean, hydra is stronger, mobile and cheaper (you have to factor
       the drone used to build the spine). If the spine is 60 - 70 or
       so, it might make sense to make some in some odd scenarios.
       - Reduce omega cocoon time from 2 min to 30 seconds. There is no
       counter to ion in the game. Even this way, it's a hard game for
       Z but he has a chance.
       - Add "Wall breaker" upgrade for Z. Double the damage vs walls.
       Requires armor 5. This is just for late game. Even Z attack 50
       (maxed) will not pass level 18 walls on terran. Z doesn't really
       have options except omega. But you can't omega 6 players. Make
       it cost like 10k minerals. So it's not a rush thing.
       - Make mineral containers give more minerals. It's still more
       effective to add spanwers + mineral extractors. So efficient Z
       do that. This creates massive lag late game.
       Edit: I don't have experience with SC2 editor. But if you decide
       to "continue" the development of the map, I can try to help.
       Maybe learn a part of it (e.g. terrain).
       #Post#: 2208--------------------------------------------------
       Re: Community Version Balance Feedback
       By: RickSanchez Date: July 30, 2021, 5:23 am
       ---------------------------------------------------------
       ---
       #Post#: 2210--------------------------------------------------
       Re: Community Version Balance Feedback
       By: Zergie Date: July 30, 2021, 5:38 am
       ---------------------------------------------------------
       Skinned unit is a cool idea. If zerg micros all the skinned
       units away, then the spawner will not be spawning new units
       anymore after awhile. Need to try it out to know what is the
       reasonable mineral to give without being too op for the terran.
       What do you think about randomly forcing 2 of the top 4 players
       based on win rates to become the zerg? It will more closely
       align to the assumption of 4 relatively good terrans vs 2 good
       zergs. It also removes the reason to leave due to bad teammates.
       In that case, leaving before 2:15 can be recorded in the stats.
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