URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Zerg Hex Forum
  HTML https://zerghex.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Balance Discussion
       *****************************************************
       #Post#: 179--------------------------------------------------
       Buff for unused zergunits
   DIR By: RickSanchez
       Date: November 10, 2020, 5:05 am
       ---------------------------------------------------------
       I think we can agree that if you see early tanklings you can
       consider the match already won. I think even tho there should be
       situational units no unit should be straight suicide.
       Therefore i would like to see an overall buff of these units
       which on a sideeffect can make a3+ worth against aggressive
       terrans.
       Tankling:
       Reduce cost for spawner by 10
       Reduce base HP by 10
       Changed scaling. Instead of +1 on A1 and A3(or 4?) it get +1
       Armor and +2 HP with every Armorupgrade.
       Primal Roaches:
       Increase HP by 15 to 125
       Ultralisk:
       Increase HP by 20 to 170
       That alone still leaves Roaches superior due to Tar Rush'
       meatbonus. That's why tar roaches should have some less HP. That
       change in particular also has other positive sideeffects since
       they are widely considered to be overpowered and are basically
       the reason of the gap between A2 and A5 (17600 Minerals btw
       which almost gives you no benefit until you get brutas. Primals
       and ultra are suicide at the moment.)
       Beastlings and Banelings should get a complete rework. You see
       them once every 100 games and if you do it is rather a good sign
       for terrans.
       #Post#: 182--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: Turb007
       Date: November 10, 2020, 12:07 pm
       ---------------------------------------------------------
       As you said, this still leaves primals and ultras not worth
       investing in. It is certainly a step in the right direction
       though and I like the tankling idea. Personally, I'd like to see
       these changes and maybe even cut the cost of primal roach
       respawn down to like, 2000; and/or just lower the cost of the
       spawners themselves. This would still leave ultras kind of
       useless but we'd atleast have something between roaches and a5
       then.
       #Post#: 187--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: Speed
       Date: November 10, 2020, 1:31 pm
       ---------------------------------------------------------
       See, before italis & firebat ultralisk was the meta...
       It doesn't really need a buff, it would be the go-to unit as
       soon as italis and firebats are removed. And italis really
       should be removed.
       I won a game today as zerg because italis exists...
       Yes, the fact terran has italis made them lose the game, because
       instead of rushing ion they made too many italises and proceeded
       to lose  the game with my hive being dead with 2 or 3 more
       ions^^ They used defensive ions for omega, but we already
       reduced terran count to 2, so there wasn't much to spare...
       There is certainly some buffs that could be done for zerg, but
       buffing a unit that is technically great is not a good thing.
       Similar thing about the primal... it's not a horrible unit, at
       least for its purpose; stopping T1... with it's 3 armor it's
       actually really solid. However the high tech cost + supply cost
       makes it a committment that often puts zerg far behind the
       terrans that do some firebat / italis strategy.
       I really don't think buffing stuff is a good fix...
       About the tankling... it's certainly a bad idea before armor 1
       (that 1 armor is a big power spike though). I feel like there is
       a small window where building a few tanklings after getting
       armor 1 on a terran that you know will go hard on the T1 can be
       good. What's quite amazing about the tankling is the fact that
       even an unupgraded spawner will have almost no idle time even if
       it's next to a big spine when rallied at a standard position
       armory... so I do feel like it has a good spot right now even,
       however making them right away isn't how you should use them and
       massing them is a bad idea and on top of that the bankling
       upgrade is pretty worthless. I'd never get that upgrade, it's
       400 minerals and gives you 2 mineral per dead tankling, so 200
       have to die so you have your investment back... that's just way
       too slow^^
       There's a few changes for zerg that I think might be worth to
       test, but isn't really necessary.
       Movespeed; Why is a roach faster than a brutalisk? From a
       logical point of view it makes sense, the roach is small /
       medium sized creature so it's a bit more nimble than the huge
       brutalisk... however this is a strategy game, movespeed is an
       extremely important attribute for zerg units, it affects idle
       time of a spawner, how quickly you can move units to respond
       somewhere and how well you can run down a terran army. So from
       this point of view, why has a low tier unit, like roach, a
       superior speed attribute compared to a high tier unit like
       brutalisk?
       I also absolutely hate the brutalisk model. I'm not sure if it's
       intentionally picked, but it's bothering that brutalisk has one
       of the slowest attack animations (I think the "official term" is
       something like "weapon point", marines have a very low weapon
       point, thors have a huge weapon point, hopefully this example
       helps you understand what exactly I'm talking about, it's a bit
       tricky^^) this leads to units "dodging" attacks by running out
       of range before attack is finished, if weapon point was faster
       units that are too close get picked off quicker, which I'd find
       helpful^^ I think it's possible to lower the weapon point
       regardless of what model a unit uses, so it might be possible to
       change this without remodeling brutalisk into something else^^
       Better supply scaling for zerg; supply cost goes up by 125 every
       time, reducing it to 100 or 110 would already be a big buff for
       mid / late game^^
       I wish you could patch players x) the game would be amazing with
       all players being good & zerg being close (but not quite) even
       to terran^^
       It's no secret zerg is quite underpowered, but most terrans
       don't know how to macro so it's fine usually. And for 2v6 the
       team of 2 HAS to be slightly weaker at least^^
       And the firebat is just painfully overpowered^^ Sure you can try
       to nerf it, but I'd prefer to get it out of the game entirely.
       It's a glass cannon with 10 armor, as soon as that 10 armor
       isn't sucking up a large majority of the incoming damage they
       die^^. The damage output however is beyond ridicoulus, even
       brutalisks struggle^^
       In practise mode I ran 50 firebats into an unupgraded omega (no
       hp up, no dmg up). Only 12-15 died. Again, not going to happen
       in a real game, still quite ridicoulus.
       #Post#: 192--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: medegood
       Date: November 10, 2020, 3:08 pm
       ---------------------------------------------------------
       As far as your unit upgrades go, i do like them, and i do think
       the beastling needs a rework. However, the baneling is just fine
       the way it is, and the only upgrade that could really be given
       to it would be a buff while on creep so that is better counters
       bat pushes, which it already does decently.
       #Post#: 198--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: Turb007
       Date: November 10, 2020, 7:10 pm
       ---------------------------------------------------------
       I kind of like FB's and italis. I just want them to be more of a
       support unit instead of something one uses as a sole strategy.
       Personally, I like to use a single italis for defense at my base
       while my marines are out getting work done just in case the zerg
       tries to run around my army and attack my base. It atleast gives
       me time to retreat and defend before I lose too much. As far as
       FB's go, I like the idea of having them as tanks in front of
       marines for pushing into big spines and such late game. Maybe if
       ultras had a flame resistant upgrade/buff... Beastlings dont
       currently serve any purpose so maybe thats something for them
       instead.. Hmm..
       I may be in the minority here, but I don't think italis needs
       nerfed at all. 25 charges is a HUGE investment, so if someone
       gets a horde of them - sure, it'll be hard for the zerg to kill
       them.. But in reality, that terran should of been able to just
       about win the game with ions instead so thats kind of his bad
       anyway (you did kind of mention this). Building more than one or
       two is kind of a "noob trap" so to speak, like turrets. But I
       think having one or potentially two (situational) is fine.
       --- Quote ---
       > Better supply scaling for zerg; supply cost goes up by 125
       every time, reducing it to 100 or 110 would already be a big
       buff for mid / late game^^
       --- End Quote ---
       This could be really good.. I'd like to be able to test that..
       Ultimately though, there are so many different ways to balance
       this game - I think the best way would be to collect everyones
       ideas and put it to a poll. Make a patch, try it out and see if
       it works.
       #Post#: 200--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: ZergTriumph
       Date: November 10, 2020, 11:13 pm
       ---------------------------------------------------------
       --- Quote from: <heXnab>Speed link ---
       >
       >
       >
       > Better supply scaling for zerg; supply cost goes up by 125
       every time, reducing it to 100 or 110 would already be a big
       buff for mid / late game^^
       >
       >
       >
       --- End Quote ---
       I like this idea a lot  ;D
       #Post#: 203--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: Oayoo
       Date: November 11, 2020, 12:53 am
       ---------------------------------------------------------
       If you do that, Zergs will mass spawners you early game even
       more, not allowing Terran to expand at all.
       This is not what you want.
       Terrans should be able to expand early game whatever the zerg is
       doing in my opinion. If Terrans know that they can be rebooted
       at start, they will not even bother go out unless all of them
       expand and that will just make the game over at start^^
       We need to do stuff that make Terrans expand and push.
       Better give Zergs the possibility to survive early game. Zergs
       stength are in mid/late game (better buff that)
       #Post#: 212--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: ZergTriumph
       Date: November 11, 2020, 11:25 am
       ---------------------------------------------------------
       A normal strategy game revolves around the meta of expand,
       attack and defend.  If your opponent expands, you should be able
       to counter them by attacking.  If your opponent attacks, you
       should be able to defend.  If your opponent defends, you should
       be able to expand.
       Some of you seem to not want there to be any counters, but for
       both races to just expand expand expand and there be no counter,
       other than for terran to try to kill zerg between 15-25 minutes
       and then gg if they fail.  That isn't a strategy game.  It's
       just an APM clicker.
       #Post#: 213--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: Oayoo
       Date: November 11, 2020, 11:34 am
       ---------------------------------------------------------
       no, it's called :"Zerg hex" LOL
       #Post#: 214--------------------------------------------------
       Re: Buff for unused zergunits
   DIR By: RickSanchez
       Date: November 11, 2020, 11:53 am
       ---------------------------------------------------------
       --- Quote from: ZergTriumph link ---
       > [...]terran (...) try to kill zerg between 15-25 minutes and
       then gg if they fail. [...]
       --- End Quote ---
       yes.
       btw totally off topic. Name of the thread is buff for tankling
       primal ultra ty ty feel free to open new thread about hex
       concept
       *****************************************************
       Page 1 of 2
   DIR Next Page