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#Post#: 211--------------------------------------------------
Re: Poll: What would you like for Zerg Hex?
By: GrumpyKitten Date: November 11, 2020, 10:20 am
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[quote author=WMaster link=topic=4.msg44#msg44 date=1604745994]
I added an option for favoring balance. It's to indicate how
much it scales compared to other changes. I do intent to first
address balance as it has already much activity from everyone.
[/quote]
Really happy to hear that.
And eeeeerm... do you need help?
There is a saying in my country: opinions are like buttholes.
Everybody has them, but nobody is curious to someone's elses.
I mean we all hurry to voice our opinion, but is there anything
the community can help you with?
[quote author=Oayoo link=topic=4.msg19#msg19 date=1604709908]
I didn't find how to vote too^^
Right now, Zerg hex doesn't need to add stuff (units, tech and
more). Pliz don't make the mistake you did on the previous
patches.
[/quote]
Could not agree more.
I've posted somewhere else, and the "counter gameplay" fits it:
[quote]
So the way i think it should be:
Basic zerg units < a couple of T1 marine < Armor 1 units < T1
marine upgraded + armory + in huge numbers like 40+ < Armor 2
units < T2 marine < Armor 3 < T2 upgrades + armory + in huge
numbers < Armor 4 units < T3 marine < Armor 5 + maybe even some
"low tier" infestor units are more spammable so you get them
against T3 marine pushes.
[/quote]
I think this could be ideal.
Reasons: if one side tries to be greedy, the other can spot it,
and punish with aggression. So you need to find the balance
between ecoing (getting next tech to not get countered) and
pressuring the enemy.
This could / would eliminate turtles if balanced correctly.
Not sure how much you read the suggestions, but there are some
really creative ideas (not mines, i mostly just copycat ;D ;D )
#Post#: 1827--------------------------------------------------
Re: Poll: What would you like for Zerg Hex?
By: Asiown Date: February 12, 2021, 5:50 am
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is this new update kindof a joke? what is this tank thing? never
seen such an un efficent unit with its upgrades. it costs like
an itali to charge it full, also tons of minerals, and its best
weapon is 100 damage less than normal shot of previous tank.
bring the previous tank back
#Post#: 1991--------------------------------------------------
Re: Poll: What would you like for Zerg Hex?
By: Zergie Date: March 5, 2021, 6:50 am
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Thank you WMaster for the great updates. I really like the new
zerg base. It was cooler than I imagined. The new tank is also
very cool. I seldom make tanks but now, I always make the tank
and upgrade it to the max after neutralising the zerg. No one
has been sporing me so I cant say how good the tank actually is
against spores. The hydras are also more worth to make. Just a
few hydras is able to stop most terrans from pushing. It was
very fun doing hydra creep rushes before it was locked behind
A1.
This forum has been very informative. Previously, I was making
that 4th marine. But now I realised early marines and gen ups
are a newb trap. Marines are only good with armory ups. Just
make reapers and upgrade gases in the early game and only start
marine production just before making the armory.
Ion is op. I can usually kill a hive all by myself by turtling
on 2 gases. Thats my go to when I get focus.
As zerg, I find it fun to bully the good terrans, so capacity is
important :) I only do the eco game if terrans are turtling or
all 3 terrans are good. If all 3 terrans are good, my duty is to
be the AI whos most likely going to get crushed.
Some ideas which has been mostly suggested by others with my
take on it:
1) Give terrans with > ~30% win ratio or > ~10 games the 2
outside gases (deduct the gas cost to build), marines at the
right spots and battery already patrolling correctly. It might
encourage terrans to reset so a penalty (gases not producing for
first min?) should be introduced to discourage it.
2) Cooldown for infestors feeding on a terran. Maybe infestors
can only feed ~100 energy before a ~2 min break?
3) Destroy afk terran players base after first ~5 minutes. Auto
kick afk zerg players after first ~2 minutes. Afk can be defined
as making less than ~5 units, structures or upgrades during the
time period.
4) For the first ~5 minutes, give a ~50% refund to lost terrans
unit and structures.
5) Make first ion 50 charges, then each subsequent ion cost 5
less with a min of ~25 charges. That way, if you have to ion all
by yourself to victory, the final cost is ~300 charges instead
of 360. It will also make the first few ions more expensive so
zergs have more time to kill terran. In addition, it allows a
bunkered solo terran to almost always have an ion ready for the
omega.
6) Give the tank a single target high damage round against units
like the omega and which deals no damage to structures.
7) A co-op AI mode for zerg with different difficulties,
including an almost impossible difficulty. (e.g spawn a few
Torras at minute 20). The hardest difficulty can also be
activated once both zergs left (maybe an option for zergs to
resign and still be in the game to micro the units) so that
remaining terrans can get to test out their defenses.
This has continued to be a very addicting and fun game,
especially with the changes that spices things up. Thank you
again for the excellent work WMaster!
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