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       #Post#: 308--------------------------------------------------
       Some game mechanics
       By: Speed Date: November 13, 2020, 7:58 am
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       This isn't really a build / guide, just some overall game
       mechanics that I believe fit here best anyways.
       Generator
       Base Generator regeneration is ~7energy/second, each upgrade
       adds +3/sec. A marine consumes 1 energy per attack and has an
       attackspeed of 0.4, so it can perform 2.5 attacks / second,
       given a target. So a permanently firing marine drains 2.5 energy
       / s, this can be important knowledge when getting pressured...
       you can sustain more marines than your generator generates for a
       while cause you'll usually bank some energy, but if the zerg
       keeps pressure on you for an extended amount of time, and you
       have 5 marines permanently firing, you need 1 generator upgrade
       more than a 6th marine, because even your 5 marines already
       consume more energy than your generator provides. Obviously
       there is more to it, but this is already a very lengthy point. I
       will just add one more thing to this, the generator has small
       ups that start at 32 mineral cost and give +3 energy /s, these
       upgrades increase in cost by 2 every time, additionally there is
       a big upgrade (also called "capa" and "capability", I usually
       just call it the big upgrade lol) it's 500 minerals for 30
       energy /s so equivalent to 10 small ups, if you only look at
       minerals this upgrade is worth it after having bought 10 small
       ones (however I totally played games where I'd get 30 small ones
       because I didn't want to bank 500 minerals)
       Standard Spawner
       Spawners have a maximum active unit count, the base maxium is 2
       (only strikeling has 3), if a spawner has 2 active units on the
       map it cannot spawn another one, that spawner is considered
       "idle" until 1 of its units dies, so it can be respawned. All
       spawners can be upgraded with "capacity", it will turn the
       spawner dark-red and increase the maximum unit count to 4 if
       it's a slowing, creeper or strikeling (strikeling will
       additionally gain a shell that will absorb 1 attack), if  it's a
       tankling, roach, primal roach, ultralisk, brutalisk, the maximum
       will be 3 (these units are heavier, so max 4 would be too
       strong). Building spawners up front means they will be very
       exposed once terrans can push, but it also has a lot less idle
       time. I'd suggest your very first spawners up front, then build
       more conservatevily, but of course it depends on your strategy.
       Infestor Spawner
       These are a bit different, beastling, ravator and baneling have
       a max of 2 active units, infused roach and torralisk have a max
       of 1 active, you cannot upgrade capacity on these spawners. The
       units also have a cooldown, once the spawner finished it will
       still take some time until it actually spawns a unit, and the
       respawn of the unit uses the same delay, however, the cooldown
       of the respawn will already start when the maxium unit count is
       reached, to give an example, torralisk has a cooldown of
       2minutes and 30seconds, if the spawner spawned the torralisk
       (remember, max 1 at a time per spawner) and 2 minutes and 30
       seconds pass after that, the spawner will immediately respawn
       the torralisk once its active unit is no longer on the map.
       Walls and Gates
       The most important thing about walls and gates is their attack
       priority, if there is a fruit farm, a refinery and a wall / gate
       next to each other and a zerg unit gets close, the zerg unit
       will prioritize the wall, that's why you see some people putting
       up some walls without actually really cutting a whole area off,
       if the zerg doesn't micro the units to attack the refinery or
       the fruit farm, the wall will buy you plenty of time to respond.
       Walls are really cheap, however full walling a base early on
       will still be a significant investment, if you want to play an
       aggressive style anyways I'd suggest trying to only wall 1 side
       max (I usually wall 1 side after a few minutes have passed).
       Gates are 10 gas for 2x2 area while walls are 2 gas for 1x1
       area... gates are also weaker to assaults because of their
       surface area, it can be smart to make walls without gates, if
       you wanna leave you can self destruct walls anyways. (Players
       like aVehicle will do a full wall around their base without any
       gates, because they are not going to push early anyways).
       Big Spines
       Big spines are a joke that is meant to make zerg think they have
       some defenses, only to get killed by 30 T1 only killing 3 in the
       process xD
       Nah, jokes aside, it's a big defensive building that can save
       your ass, especially if you push it's health pool by transfusing
       it during assault. Terrans can micro marines / reapers forward
       to mitigate splash dmg, zerg can target the attack of big spine
       (though it's very difficult for a zerg to both transfuse and
       target fire if it's a lot of marines).
       Shared Control
       The shared control feature is available on this map, it's
       something you can use to let a dead player micro some reapers
       for you  as terran, zerg can share control so they can micro
       each others units (and buildings, see the point above :D )
       I always play zerg with premade and we always share control, I'm
       not sure if I would do it with randoms though.
       Battery Patrol
       Not too much to say here, best way to supply your troops with
       energy is to patrol batteries from generator to army. First
       thing you learn in this game pretty much.
       Refineries
       Cost is 20 gas, income is 20 gas /min. Keep it for 1 min, profit
       starts. while upgrading the refinery doesn't generate gas (I
       learned this later than you'd think)
       Fruit farms, Sheep farms and Cow farms
       Fruit farms generate 10 minerals / minute (1 fruit every 6
       seconds), without any animals. Sheep farms generate 3 minerals /
       minute (1 every 20sec) + the sheep +2 minerals every 18 seconds,
       however you'd get +1 mineral from the fruit without the sheep,
       so it's really just +1 mineral / 18seconds. This is a long
       complicated way of saying that a fruit farm is better income
       than a sheep farm xD. Cows are strong eco, but they require a
       yard and also have a significant mineral cost, this will slow
       you down more than anything.
       That's it for now, maybe someone wants to add some points, I
       will add them^^
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