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       #Post#: 772--------------------------------------------------
       Patrolling battery at start 
       By: baZzZ Date: November 23, 2020, 3:00 am
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       The idea is make the battery already patrolling in base from gen
       to marines, to give new players directly an idea how energy
       transport is working.
       #Post#: 774--------------------------------------------------
       Re: Patrolling battery at start 
       By: Speed Date: November 23, 2020, 3:32 am
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       Yep... I'd even go as far as implementing a tutorial to the
       game.
       People that stay inside are an issue now, I mean they always
       have been, but without the broken tool chemical & old firebat
       you could cheese victories vs. zerg, can't do that anymore
       (which is a good thing), so now everyone needs to push outside
       and know the need to pressure zerg.
       #Post#: 959--------------------------------------------------
       Re: Patrolling battery at start 
       By: SpaceBalls Date: November 28, 2020, 12:52 am
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       you  would have to auto the marines too? and the scvs to start
       building farms? or walls then auto a reaper to get the rocks and
       some extra gas, but just so noobs can learn :)
       #Post#: 960--------------------------------------------------
       Re: Patrolling battery at start 
       By: Statistics Date: November 28, 2020, 3:22 am
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       In fact, I would go further ahead with this solution.
       Simply start Terran players already outside of the base, with
       two gases taken. (Deduct 40 vespene from the starting amount).
       Place the SCVs by the marines up by the closest lake. Have the
       battery start with a patrol order already in place
       I remember when I first played hex, I thought players were
       supposed to stay in their base until they could build up an army
       to halt the Zerg. Starting in your base reinforces that concept,
       and is one of the reasons new players can often feel so lost
       with this game.
       Not only does moving the starting Terran position forward help
       address that misconception via gameplay, it also saves time for
       experienced players (having to do the same early moves every
       game).
       This may have very slight balance ramifications, but they could
       easily be fixed by increasing Zerg income by a nominal amount.
       #Post#: 967--------------------------------------------------
       Re: Patrolling battery at start 
       By: RickSanchez Date: November 28, 2020, 5:51 am
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       [quote author=Statistics link=topic=86.msg960#msg960
       date=1606555348][...]it also saves time for experienced players
       (having to do the same early moves every game).[...][/quote]
       i really like improving on that part. 41s 3 gas open covering
       all paths. micro marines to prevent damage (mostly you get 5
       times "ally under attack" - well not from me)
       That is the beauty of the game to be able to improve every
       single aspect of your play by adding more micro, having the
       knowledge (like lingtiming on the 3 paths), getting faster.
       Don't take that away from me.  :D
       #Post#: 972--------------------------------------------------
       Re: Patrolling battery at start 
       By: Speed Date: November 28, 2020, 6:28 am
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       I'd go as far as giving terrans 3 gas immediately. Sure it takes
       away some skill ceiling regarding the early start, but there is
       enough skill ceiling in terran gameplay anyways. Of course it
       would be a buff to terrans early game income, that would have to
       be adjusted accordingly.
       Zerg shouldn't really prevent terrans from taking the unblocked
       gasses anyways, even though it's a common strat, you are not
       meant to kill terrans with low / no tech at all. (what a stupid
       game that would be... *cough* 3.xx *cough*).
       15 of the starting supply of zerg could be removed, instead they
       instantly have a spire on high ground. I shortly proposed that
       in some thread at the beginning of the forum, I feel like it's
       time to go more into detail as to how that changes the game;
       Currently the zerg start with 27 supply, the "idea" is that you
       can make 1 spire, and 1 ling on every terran. The reality is
       zerg almost always build 3 slowings on 1 terran, sometimes 6 or
       3 and 3 on 2 terrans (ignoring spire option). With capacity
       upgrade they further shift away from eco, and more to "I hope
       this terran is weak and dies, and if he's good hopefully I will
       delay him heavily). That's just a way to cheese imo (even more
       so if you make early infestors to force even a top tier terran
       inside).
       Now, if you do go for the spire option, you need to pay 220
       minerals (drone + spire cost), and it takes 20s to build, before
       it wil not provide income. If it was there right away, you'd
       save 220 minerals and get income 20seconds sooner. A large buff
       to zerg growth imo. Sadly without capacity nerf, zerg can still
       cheese a terran with 3 slowlings + capacity + perhaps even
       pulling  and upgrading the spawners from adjacent terran. It
       would still be a sort of equivalent buff to zerg eco, as it
       would be to let terrans start with 2-3 refineries. Of course it
       might need some adjusting past that point.
       Certainly there will be people who disagree (Adam: "mimimi, my
       all-in early pressure" kekw), maybe try bringing some actual
       arguements against it :p
       My mind can be changed, but not by "I want to keep the ability
       as zerg to push a terran hard at 2-3minutes". This spire change
       would actually make my strike opener impossible, it's 9x strike
       + 1 spire & 4 strikes (zerg 1 + zerg 2, too, but I wouldn't mind
       that x)
       It's something worth considering^^ in the end Wmaster will
       decide based on who brings the better arguements, I hope.
       I really do think ling & creeper capacity unit max should be
       nerfed from 4 to 3 / capacity as a whole be locked behind A1.
       However I doubt this idea will find much support here x)
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