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#Post#: 619--------------------------------------------------
Changes to conservation and alternate mode for pros
By: elon.schools@yahoo.com Date: November 21, 2020, 5:24 am
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So I wanted to just voice so thoughts on this new patch in
regards to how terran units will work before and after. Im not
going to get stuck on how the old game will be with chems since
they are getting removed, instead I am going to make some
suggestions on some things I think would be good to add/change.
Units Energy Usage-
With chems being gone and fbs using 2 energy per a shot, I think
this is going tbh a major drain on energy similar to how shocks
are(2 energy a shot). With a max gen you can only support about
20-30 shocks without your gen running dry all the time, meaning
you will only really be building like 1-2 to put at your 1 space
entrance to kill small units that are just piling up similar to
how shocks are used to clear clumps of enemies. With reapers
being useless to anything bigger than base units, they are not a
viable strategy to take late game. With this in mind I think it
would be a good idea to incorporate the other units into the
energy reduction techs rather than just marines. Eg. Shocks and
T1 rins will both receive the energy usage reduction that
conversion 1 give, fbs and vets will receive the ones for T2,
etc so the units which are currently outside the tech tree(fbs,
shocks and tank) could be incorporated a bit more into the tech
tree than just 1 or 2 ups for them. which kinda just leaves
them as useless units en mass instead making them only really
useful in small numbers of like 4-5. This would help them to
actually be of more use and make a few more strategies viable
than just rin pushing.
Balancing for different skill lvls-
I am still going to put forward the idea of 2 different game
modes, 1 for a pro stacked lobby and 1 for a less skilled lobby.
The pro one would essentially change some things to make the
game more challenging and more balanced around 6 good terrans vs
2 good zerg. Where as, the other would be more balanced around 3
noobs 3 good terrans and 2 decent zerg. granted the one balanced
around the weaker terrans would probably played more than the
other, however this would allow the more competitive zerg hex
players like people from hexNab and the sort to be able to play
with more of a challenge. This would make stacked lobbies more
fair while allowing public lobbies to be balanced more for new
players to get into the game rather than just throwing them into
the fire and expecting them to fly.
This is not meant to start a flame war this is just my thoughts
on some things I think would be a good addition to the game
#Post#: 622--------------------------------------------------
Re: Changes to conservation and alternate mode for pros
By: GrumpyKitten Date: November 21, 2020, 5:49 am
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[quote author=That Strait Smith link=topic=76.msg619#msg619
date=1605957865]
So I wanted to just voice so thoughts on this new patch in
regards to how terran units will work before and after. Im not
going to get stuck on how the old game will be with chems since
they are getting removed, instead I am going to make some
suggestions on some things I think would be good to add/change.
Units Energy Usage-
With chems being gone and fbs using 2 energy per a shot, I think
this is going tbh a major drain on energy similar to how shocks
are(2 energy a shot). With a max gen you can only support about
20-30 shocks without your gen running dry all the time, meaning
you will only really be building like 1-2 to put at your 1 space
entrance to kill small units that are just piling up similar to
how shocks are used to clear clumps of enemies. With reapers
being useless to anything bigger than base units, they are not a
viable strategy to take late game. With this in mind I think it
would be a good idea to incorporate the other units into the
energy reduction techs rather than just marines. Eg. Shocks and
T1 rins will both receive the energy usage reduction that
conversion 1 give, fbs and vets will receive the ones for T2,
etc so the units which are currently outside the tech tree(fbs,
shocks and tank) could be incorporated a bit more into the tech
tree than just 1 or 2 ups for them. which kinda just leaves
them as useless units en mass instead making them only really
useful in small numbers of like 4-5. This would help them to
actually be of more use and make a few more strategies viable
than just rin pushing.
Balancing for different skill lvls-
I am still going to put forward the idea of 2 different game
modes, 1 for a pro stacked lobby and 1 for a less skilled lobby.
The pro one would essentially change some things to make the
game more challenging and more balanced around 6 good terrans vs
2 good zerg. Where as, the other would be more balanced around 3
noobs 3 good terrans and 2 decent zerg. granted the one balanced
around the weaker terrans would probably played more than the
other, however this would allow the more competitive zerg hex
players like people from hexNab and the sort to be able to play
with more of a challenge. This would make stacked lobbies more
fair while allowing public lobbies to be balanced more for new
players to get into the game rather than just throwing them into
the fire and expecting them to fly.
This is not meant to start a flame war this is just my thoughts
on some things I think would be a good addition to the game
[/quote]
I like the idea of modifying terran upgrades, i dont think that
without chem you have any chance getting past tier 2 marines.
Getting energy to them too, all that... Also you need upgraded
walls too against ravators.
So yeah, i think removing chems will have bigger impact on the
game in the terms of there won't be a viable terran mid game
(ravs coming out). But we'll see, meta needs some time to
settle.
About the skill level thing:
I could imagine this as a "when the game starts have a vote on
what to play (easy or pro)" but how do you know the players?
Zerg will definitely vote for the PRO mode where he has more
advantage, at least 3 terrans will vote EASY mode, cuz there is
always 2-3 players newbie even in better lobbies.
So i see the idea, and i think it could be good, just dont see
how would it be executed to not just get ppl angry.
Also depends on the changes it implements to the game, so yeah:
it is a difficult subject
#Post#: 629--------------------------------------------------
Re: Changes to conservation and alternate mode for pros
By: Oayoo Date: November 21, 2020, 6:16 am
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we can only be agree with the hard mode (in-house mode like we
call it)
We were asking for it already in previous thread^^
#Post#: 712--------------------------------------------------
Re: Changes to conservation and alternate mode for pros
By: Speed Date: November 22, 2020, 9:35 am
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Wtf? Maxed gen cannot support 20-30 shock?
Check your maths lmao. There is 50 upgrades that add
+3energy/sec, shocks use 2 energy to shoot and they need more
than 1 second to attack. How the fck are you drying up a maxed
generator? And why the fuck would you ever get some many shocks?
It destroys your eco LOL.
Yep we need inhouse mode^^ I've actually thought of some stuff
for it, but I will wait and see where the game ends up^^ with
the normal game changing it's dynamics inhouse is kinda silly to
make now.
#Post#: 750--------------------------------------------------
Re: Changes to conservation and alternate mode for pros
By: elon.schools@yahoo.com Date: November 22, 2020, 3:04 pm
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So on the note of a max gen can only support like 20-30 shocks.
If your shocks are firing constantly for some reason even though
you should be making plenty of energy, your gen seems to still
not be making enough and it ends up running dry all the time.
its weird and I dont know why it is like that maybe its a bug or
something.
#Post#: 751--------------------------------------------------
Re: Changes to conservation and alternate mode for pros
By: Speed Date: November 22, 2020, 3:24 pm
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Well if you have 20-30 shocks you've already misplayed hard imho
(no offense, I made a lot of shocks, like 8-10, to defend mass
slowlings with 50HP once and got lectured about not doing that,
so I had to learn this type of stuff as well). An unupgraded
generator has a regeneration rate of ~7. A shock needs 2 energy
per attack, attack speed of 1 attack per 1 second. So base
generator can supply 3 shocks permanently firing, and still has
1 energy / sec to spare, with 1 upgrade it can support 2 more
more shocks. For every 2 upgrades you can add 3 more shocks.
I tested 22 shocks perma firing at brutalisks with 13 ups on
generator, as expected, I'm not running out of energy, but I'm
not banking any either, I assume in the heat of moment you
messed up your energy management, I would look at marines more
than the shocks, they burn energy extremely inefficiently when
they aren't upgraded (2.5 energy / second for 7.5 dmg / second,
meanwhile shock 2 energy / second for 5 dmg / second, but with
splash dmg).
Seems to be working the way it should to me.
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