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Messages - Persephone

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Balance Discussion / Great balance idea
« on: November 03, 2023, 01:06:32 am »
Mike had a great idea to balance lobbies: allow players to bid on a mineral bonus for playing as zerg.

The default would be that zerg gets a very high mineral bonus that would give zerg a chance against even 6 pros. Say 1000 minerals.

In the race selection menu, players would be able to bid to play zerg for a lower amount. So if you thought you could beat the lobby with only 500 extra minerals, you could bid 500.  But if someone else thought they could win with just 200 minerals, they could bid 200.

The amount could even go negative for noob lobbies. So if someone bid zero but you think you could win even with a negative amount, you could bid -100 or -500 or whatever.

The 2 players who bid the lowest amount would get to play zerg.

This could theoretically make every lobby balanced.


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Bug/Exploit Reports / Invincible banelings
« on: April 15, 2022, 09:51:26 pm »
Wmaster if you still check this, can you please fix a late game issue where banelings become invincible.  I don't know how it happens but in the extreme late game, some banelings will not die when their health reaches zero.  Zerg can hold position those banelings in front of the terran base and endlessly drain terran energy.  Thanks.

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Balance Discussion / Re: Balance based on skill difference
« on: April 11, 2022, 05:23:28 am »
No one in esports would call a game balanced if it required the players to be at different skill levels.  That's a fictional notion invented solely by apologists for wmaster.

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Balance Discussion / Re: What people need to understand about balance.
« on: February 06, 2022, 03:27:56 am »
I don't even know how to begin...

1. Games don't attract good players, games attract new players and with time they will get good.
2. "Since there is no challange": If you don't think zerg hex is challanging, maybe we're playing different games. Zerg hex has a considerable learning curve both for terran and zerg. If you still feel like you're too good for public lobbies, as they provide you no challange, try playing some clan games with actual good players, you will understand it is challanging.
3. It is true, terran will win every time if the lobby is filled with good players, that's why the community has developed different game modes with different rules to make it balanced.
4. I have friends that like playing on public lobbies and have created accounts only for that. Their identity is secret and they don't use that account when on a party with other good players. Some of them have reached 95%+ winrates. So yeah being "alone" in a public lobby is challanging, but not always it will be impossible.
5. If you don't find fun in public lobbies, you should join community discord groups, like heXnab discord, which is open to public. There you can find people who you can play with.

Or if you want you can keep blaming wmaster for every problem you can find and stay sad in oblivion

Wow what an **** you are.

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Balance Discussion / Re: What people need to understand about balance.
« on: February 05, 2022, 01:37:56 am »
I think I can.  Wmaster doesn't know how to balance the game, so the game doesn't attract good players, since there is no challenge.  Terran will win every time if the lobby is good.

And then when good players do join a random lobby, the game is structured so that zerg will focus them the entire game and make it unplayable.  So there is no point in playing.  Either terran wins easy, or you get focused while your allies do nothing, or you choose zerg to inflate your record.  All things that make the game unpopular.

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Balance Discussion / Re: What people need to understand about balance.
« on: February 04, 2022, 11:39:25 pm »

I guess if "terrans really don't want to try at all to do anything", no different mode can fix that. There is tons of content in the forum, on youtube, etc. to help people improve. I wouldn't blame noob terran's suffering on Wmaster, except for the capacity upgrade problem that has been discussed a lot. As for "pro" lobbies, we came around that problem with clangame rules, which can balance the game out a lot. Maybe adding different game modes could make it more fun for all skill levels though, i just don't see how that would work.

I believe that instead of making different game modes, if the community was more united and the playerbase was bigger, there could be "inhouse" games for all the skill levels, creating lobbies with select people to make it balanced.

LOL. I love how you put quotation marks around my sentence like you have no idea what I'm talking about. I guess you don't play in pubs very often.

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Builds & Guides / Re: Zerg Economy 101
« on: January 27, 2022, 02:42:52 pm »
You've got it backwards. Due to the higher cost of lings and especially strikelings, it's better for zerg economy to make more extractors (up to a point).  The "gold number" should be slightly higher than the "blue number" (especially when making strikelings).

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Balance Discussion / Re: What people need to understand about balance.
« on: January 27, 2022, 02:41:05 pm »
It's really not that hard to create two game modes, one for casual play and one for experienced players who want to try hard.  As it is now, casual lobbies are heavily zerg favored because most of the terrans really don't want to try at all to do anything, and try hard lobbies are an absolute slaughter where zerg is dead by 20.

Wmaster needs to make a casual mode where it's much easier for terrans to take and hold 3 gas so they can at least do something, and a pro mode where zerg can eco faster and terrans have to all work together to win.

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Balance Discussion / Re: Terran wins even when limited to 1 outside gas
« on: January 23, 2022, 04:53:30 am »
Terran is insanely overpowered. There isn't even a point in transfusing large spines because they just stasis cannon all your stuff from inside their base and then ion a path into your hive, killing all of your units. The only 2 ways for Zerg to win is a bruta rush sub 20 mins or rushing as many infused roach as possible IF you're lucky. Blue laser Terran army should not be able to handle roach. Yellow laser should not be able to handle ultralisk. Elites should have a difficult time with brutas. Otherwise what's the point of armor if tanklings, roach, ultralisk are all totally useless? Nobody builds ultralisk so why does it exist? Upgrading your spawners only hurts you so why even make it an option if it's never worth it? Mass slowling doesn't even slow down a Terran army anymore. Spores are dumb as hell and can't kill or destroy a thing.

Stasis should not be able to kill structures, PERIOD. Tanklings should give double income and have double armor to make them worth building. Ultralisk should be the new bruta and brutas should be buffed. The starting level cost of supply should be equal to the starting amount of income, so 400. Large spines should be buffed and their reach should be increased by 1/3. Gas cloud's energy draining effect should actually **** do something. Zerg's economy should be increased so that you don't need to do the stupid dance of shuffling income back and forth.

Why does Terran even need a tank when they can build 1 italis and buff their walls on 2 **** gas and survive most of the game? Terran turtling of any kind should be punished. Either they push out or they lose. And when they push out, it should be a challenge and not a cakewalk to just stomp through all your spawners boosting and spamming stasis without a hitch.

either Zerg eco gets buffed or Terran weapons get more expensive. if everybody's a **** pro and only two top tier Zerg can hold off 3 pro terrains and maybe win at the end then this game will **** suck ass. It is too easy for Terran to hold 4 gas and just sit in their base for 25 minutes.

The old game used to be fun. Now its unbalanced, overly complex, and with crap nobody even uses like the tank or ultralisk. Get rid of the infestor heal bullshit and just buff Zerg units so they can perform similar functions to the infestor units. This game is **** **** as it is with terrains early quitting and getting killed early game if they are new or ONE PRO PLAYER getting FULLY FOCUSED for 20 mins and STILL not getting pushed into their base.

TERRAN IS OVER **** POWERED

I hope wmaster reads this and fixes the game.

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Balance Discussion / Re: Terran wins even when limited to 1 outside gas
« on: January 09, 2022, 10:18:33 pm »
And this is without ion.  Terran kills zerg by pushing off of 2 total gas.

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Balance Discussion / Terran wins even when limited to 1 outside gas
« on: January 08, 2022, 04:50:25 am »
Just in case wmaster ever reads this, he should know that in lobbies with 8 pro players, the terrans almost always win, even when they limit themselves to 1 gas outside their base (2 gas total including the pocket gas behind the rocks).  Zerg is severely underpowered and can't win even if all 6 terrans are limited to 2 total gas.

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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« on: October 25, 2021, 01:13:53 am »
Here are the changes in Zerg Hex Plus:

Every spawner now spawns an extra unit.

Large spawners can now be upgraded to spawn an extra unit.

Seems pretty OP for zerg.

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Balance Discussion / Re: Community Version Balance Feedback
« on: October 23, 2021, 04:16:03 am »
if this version on sc2? i didn't see it online when i searched.

Also, any word on the creator? Seriously open source the game, the balance needs lots of work.

Ink got mad because someone on here called him out for quitting games at 11, so he deleted Community Version.  ::)

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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« on: October 23, 2021, 04:14:44 am »
I like the iniciative and think that the ideas are pretty cool, but it needs some tweeking. Haven't player much, but in a clangame I've noticed that the early game is too strong for zerg. I don't think that a full capacity zerg army is holdable on the early game by the terran, no matter how good they are. To remedy that, maybe increase the starting generator energy production from 7 to 10, which would allow a extra unit for terran, and with good micro maybe it becomes holdable.

What are the changes in Zerg Hex Plus? It looks exactly the same to me.

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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« on: October 17, 2021, 12:38:39 am »
ICEBear - what is changed in this version?

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