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Messages - ZergTriumph

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1
Balance Discussion / Re: Community Version Balance Feedback
« on: December 02, 2021, 08:32:37 pm »


You can join my discord and download the mapfiles. :)

Thank you Ink!

2
Balance Discussion / Re: I am willing to Make "Zerg Hex 2"
« on: December 01, 2021, 04:39:05 pm »
Because in most lobbies 4 or 5 of the terrans are absolute garbage, so the zerg can just up capacity, build tanklings and F2 the only good terran on their side.  That isn't fun for anyone.  People enjoy being able to build up an economy and get an army that can actually do something.  The problem is zerg can't.  No matter how much zerg ecos in the current game, the terrans will always come out ahead.

And nobody cares about your winrate.  This is the easiest game in SC2 to manipulate your winrate.  Just pick terran in good lobbies, zerg in noob lobbies and quit before 2:15 if things are looking bad.  You want to fix the game, count every game as a loss if you quit, regardless of how early.

3
Balance Discussion / Re: I am willing to Make "Zerg Hex 2"
« on: November 19, 2021, 05:59:34 pm »
You've got it completely backwards. Your proposals would buff zerg early and nerf terran early.  If you've read the posts on this forum, you would know that the game has the opposite problem: zerg is too weak late game and terran is too strong late game, especially when terran can just bunker easily.  If you want to balance this game, buff zerg late game:  torras and Omegalisk. Put a cap on zerg supply costs after a certain point, or make it an option to buy an upgrade that freezes zerg supply costs after armor 5.  Allow zerg to buy an upgrade to infestor energy generation.  Reduce torra cooldown time.  Allow zerg to make more than one omega at once.  Reduce omega and torra cost.  And eliminate capacity early game so that zerg can't just all in one terran when the others are noobs sitting in their bases doing nothing.

4
Builds & Guides / Re: Zerg Hex Science
« on: September 14, 2021, 02:20:14 am »

You can see that after the fourth supply strikelings start being cheaper compared to zerglings, becuase they cost one less supply and that difference will only grow with time.


Good to know.  Thank you.

5
Balance Discussion / Re: Community Version Balance Feedback
« on: August 20, 2021, 03:21:01 am »
Community Version was deleted? Why? I really liked it.  I guess this game is just cursed to be subpar forever.

6
Balance Discussion / Re: Community Version Balance Feedback
« on: July 30, 2021, 04:19:31 pm »

- Reduce omega cocoon time from 2 min to 30 seconds. There is no counter to ion in the game. Even this way, it's a hard game for Z but he has a chance.
- Add "Wall breaker" upgrade for Z. Double the damage vs walls. Requires armor 5. This is just for late game. Even Z attack 50 (maxed) will not pass level 18 walls on terran. Z doesn't really have options except omega. But you can't omega 6 players. Make it cost like 10k minerals. So it's not a rush thing.
- Make mineral containers give more minerals. It's still more effective to add spanwers + mineral extractors. So efficient Z do that. This creates massive lag late game.


These would be great changes.  Turtle terran would no longer be viable.  Terrans would finally have to push instead of camping from the beginning. 

7
Balance Discussion / Re: Community Version Balance Feedback
« on: July 28, 2021, 01:49:02 pm »
Should we discuss whether early leaver penalty needs change? The argument about letting Terrans play ought to apply to Z as well.

I think the very early leaver penalty should be reduced. Right now it encourages trolling, people who leave very early just to spite the zerg.  Only eliminating one extractor instead of both would be a good start.

And it should count as a loss no matter when you quit.  A lot of players are record **** who join lobbies, see whether or not they think they can win, then quit before 2:15 over and over.

8
Balance Discussion / Re: Community Version Balance Feedback
« on: July 26, 2021, 08:31:14 pm »
Rick: For your next patch, to make lategame zerg truly OP, you should eliminate the cap on number of Omegas.  Release the horde of Omegas!

9
Balance Discussion / Re: Community Version Balance Feedback
« on: July 26, 2021, 06:14:20 pm »
Zerg is to weak in this version. Capacity lock is a significant nerf. Even in vanilla the zerg is at disadvantage. In this one is even more.

I guess is a nice map if you play terran.

I disagree. I can only talk for myself, but I usually always start with extractor and no cap for like 2-3 supplies anyways.
The reason for that is, you cannot really deny 3 gas from good terrans. you can try, but in the end, he will get it anyways and you are more behind than the terran.
Also imo it is rude to deny a terran to play the game. (if he is maybe the only good one and you therefore are allowed to commit more to him)
Just make sure terrans won't get additional gasses. For Benchmark 1k@7m, 2k@11-12m, 3k@15m and you are fine :)

That's your style - and in my opinion the wrong strategy. An agressive start denies gases from 2 terrans (mid and one side). You can go eco mode after first ov. Both terrans fall like 4-5 min behind. Yes, they will get 3 gases after some time but they won't be able to push you under min 15. if you start with extractor , 3 good terrans will get 3+ gases early wipe you out in min 15. Even with roaches.

As benchmark you get 1.3k min10, 2.4k min 15, 4.5k min 20. Usually you get infestors @min12 for the side you don't deny. At min 18 you have primals which deals with all pushes before elites. Generally, under min 18 only the side that wasn't denied pushes.

It doesn't matter how much eco you have - it only matter you eco in relation with terrans. If 3 terrans push you with elites in min 24, it doesn't matter what eco you have. You are dead.

With this map you cannot deny terran expansion for like 5 minutes. By then, a good terran is on 5-6 gases and full walled. GL pushing into that. With 5 gases, terran gets elites in min 25, with 6 gases on min 22. Even if you get brutas, you need massive amounts to counter a single terran, let alone 2 or 3. I played this map 3 times (as terran always). It was super easy to expand. At min 15 I pushed with vets and cleared all 3 sides. At min 21 his hive fell. This was a Z with 100+ games.

Z is strong the first 3 minutes. Yes, you lose eco if you play aggressively, but terrans will lose much more. It's a good trade. The capacity lock on this map removes this option. The only thing you have left is to go full eco and pray terrans are afk in base first 20 minutes and don't take the side gases.

PS: I have 88% winrate as zerg with 200+ games. Even for me, the capacity nerf is to big to bother as zerg.


With the eco buffs in Community Version, zerg can be on 4k income each by 15:30.  6k each by 18:00.  That will crush anything short of a hexnapple premade.

Use strikelings to deny gases outside base.

And after you get this eco, you can pump out brutas much faster than in the regular version.  After the initial bruta, you can build 2 bruta spawners per supply, for 4 supplies in a row, instead of having to alternate 1/2 brutas each supply as in regular version.

Zerg is meant to be strong lategame.  Community Version is getting this game back on track.

10
Balance Discussion / Re: Community Version Balance Feedback
« on: July 21, 2021, 10:41:12 pm »
Also, premade isn't working.  Can you fix that?

Also give option for solo zerg.

11
New Ideas / Re: money to patch up game
« on: July 21, 2021, 10:35:46 pm »
If you really have that much money, you could just hire a professional programmer to build whatever arcade game you want.

12
Balance Discussion / Re: Community Version Balance Feedback
« on: July 20, 2021, 08:47:48 pm »
I could imagine to make A1 some cheaper. Reducing the cost from 800 to 500 would help alot in that regard. What do you think?

what about this?
Code: [Select]
Uploaded to KR
Reduced Armor 1 Cost 800 -> 500
Changed push priority in favour of Infestor.
Moved some tumors by 1 tile.
Reduced Defender push priority by 1.

I would still request you go ahead and make this live on NA and EU please. Fixing the infestors and defenders is worth any small changes to Armor 1.

13
New Ideas / Re: How about using Discord to build community?
« on: July 20, 2021, 06:40:54 pm »
There is a discord community here:

https://discord.gg/kwHhnBMUnY

14
Balance Discussion / Re: Community Version Balance Feedback
« on: July 20, 2021, 05:24:35 am »
I could imagine to make A1 some cheaper. Reducing the cost from 800 to 500 would help alot in that regard. What do you think?

what about this?
Code: [Select]
Uploaded to KR
Reduced Armor 1 Cost 800 -> 500
Changed push priority in favour of Infestor.
Moved some tumors by 1 tile.
Reduced Defender push priority by 1.

Thanks for changing the push priorities.

I don't think Armor 1 cost should be reduced.  Zerg doesn't need any more options to be aggressive early.  They need a lategame boost.

15
Balance Discussion / Re: Community Version Balance Feedback
« on: July 19, 2021, 06:39:07 pm »
Capacity hurts zerg more than terran.

With the eco buffs in Community Version, zerg can be on 4k income each by 15:30.  6k each by 18:00.  That will crush anything terrans have by 20.

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