DIR Return Create A Forum - Home
---------------------------------------------------------
Zerg Hex Forum
HTML https://zerghex.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Builds & Guides
*****************************************************
#Post#: 308--------------------------------------------------
Some game mechanics
By: Speed Date: November 13, 2020, 7:58 am
---------------------------------------------------------
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^^
*****************************************************