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Balance Discussion / Re: I am willing to Make "Zerg Hex 2"
« on: January 21, 2022, 03:54:56 am »
When this game is fun: at least one Terran can be pushed into base early and the other can be contained. Mid-game is tit for tat back and forth, and maybe Zerg lose sone hatch or two but also end up crippling or killing one Terran player. Late game Terran and Zerg fight evenly and one wins over the other due to skill or ingenuity. If one Zerg quits early so the other Zerg actually has enough income to make the game fun.
when this game is not fun: noobs quit early and cripple Zerg eco and the shittiest game ensues or remake. 4-6 pro terrans against any Zerg, especially a noob that doesn't get eco. Any game where Zerg does a decent job with eco and making investors and a few hydras and doesn't upgrade any spawners and manages to contain all terrains to 4 gas but just ends up getting stomped mid-late game with stasis and elites and an ion path right to the hives. Any game where enough terrains 1 gas italis into ion and Zerg spends 40 minutes trying to break into the base. Any game where a handful of marines easily pushes back 30+ spawners mid-game and liquefies hydras.
zerg eco needs to be boosted mid to late game so that terrains feel a sense of urgency to push and claim territory at a higher cost to their energy and gas income. If terran can't do much but barely survive on 1 or 2 gas, and can match Zerg with 3 or 4 and gain the upper hand with 5 or 6 then that's a better dynamic than terrains easily getting 4 gas and sitting there cutting through masses of Zerg units like nothing and then easily pushing in late game with stasis spamming and using the ion cannon to liquefy the entire Zerg base with no real counter against an italis (ranged unit) and no real penalty or consequence for sitting in their 4 gas base for 20 minutes. Rushing bruta or infused roach should not be the only 2 strategies for winning the game as Zerg. There should be a clear, progressive nature to each armor level such that each level marks the progression of difficulty that terrans will be facing and must counter. Tier1 Zerg units should deal WELL with Terran Tier1 units such that four marines and a shock trooper is not enough to get 3 gas going early game. IF that's all terran needs to deal with Zerg to start, then somewhere around 15 minutes, terrains should be terrified that they will be overrun IF they do not go out and claim more gas. in my mind, terrains should feel comfortable getting 1 gas, and then need to ramp up in order to claim the second, and further to claim the third by 15 minutes. That should begin a stable place for terrains to start pushing forward as Zerg units begin to get harder to deal with. I think that has to do with energy consumption. if energy costs rise and upgrade costs are more expensive, while reapers are more expensive to train, then it will limit terran risk early game to a methodical claiming of one gas after another instead of three at once.
If terran manages to push out and gain more gases then they will have the upper hand in the late game because the further away the gas geyser is, the more gas it produces, but the more it will cost to build on and the more difficult the fight will be over it. It would be even better if Zerg can use gas from the beginning on units or upgrades or something so that the gas geysers lend a benefit to Zerg as well that compounds over time.
each armor tier should provide an equivalent rise in difficulty relative to the units that come before it. Each unit should be "worth it" and a viable strategy for Zerg so there is a consistently exponential difficulty gradient as the late game arrives.
when this game is not fun: noobs quit early and cripple Zerg eco and the shittiest game ensues or remake. 4-6 pro terrans against any Zerg, especially a noob that doesn't get eco. Any game where Zerg does a decent job with eco and making investors and a few hydras and doesn't upgrade any spawners and manages to contain all terrains to 4 gas but just ends up getting stomped mid-late game with stasis and elites and an ion path right to the hives. Any game where enough terrains 1 gas italis into ion and Zerg spends 40 minutes trying to break into the base. Any game where a handful of marines easily pushes back 30+ spawners mid-game and liquefies hydras.
zerg eco needs to be boosted mid to late game so that terrains feel a sense of urgency to push and claim territory at a higher cost to their energy and gas income. If terran can't do much but barely survive on 1 or 2 gas, and can match Zerg with 3 or 4 and gain the upper hand with 5 or 6 then that's a better dynamic than terrains easily getting 4 gas and sitting there cutting through masses of Zerg units like nothing and then easily pushing in late game with stasis spamming and using the ion cannon to liquefy the entire Zerg base with no real counter against an italis (ranged unit) and no real penalty or consequence for sitting in their 4 gas base for 20 minutes. Rushing bruta or infused roach should not be the only 2 strategies for winning the game as Zerg. There should be a clear, progressive nature to each armor level such that each level marks the progression of difficulty that terrans will be facing and must counter. Tier1 Zerg units should deal WELL with Terran Tier1 units such that four marines and a shock trooper is not enough to get 3 gas going early game. IF that's all terran needs to deal with Zerg to start, then somewhere around 15 minutes, terrains should be terrified that they will be overrun IF they do not go out and claim more gas. in my mind, terrains should feel comfortable getting 1 gas, and then need to ramp up in order to claim the second, and further to claim the third by 15 minutes. That should begin a stable place for terrains to start pushing forward as Zerg units begin to get harder to deal with. I think that has to do with energy consumption. if energy costs rise and upgrade costs are more expensive, while reapers are more expensive to train, then it will limit terran risk early game to a methodical claiming of one gas after another instead of three at once.
If terran manages to push out and gain more gases then they will have the upper hand in the late game because the further away the gas geyser is, the more gas it produces, but the more it will cost to build on and the more difficult the fight will be over it. It would be even better if Zerg can use gas from the beginning on units or upgrades or something so that the gas geysers lend a benefit to Zerg as well that compounds over time.
each armor tier should provide an equivalent rise in difficulty relative to the units that come before it. Each unit should be "worth it" and a viable strategy for Zerg so there is a consistently exponential difficulty gradient as the late game arrives.