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Messages - Turb007

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2
Builds & Guides / Re: Zerg Hex Science
« on: June 30, 2022, 08:54:03 pm »
9. How many armor upgrades do you need to survive on the high ground for each attack level?

Assuming 3 defenders linked to yard and 8 defenders healing wall (1 healer for each wall/depo), no scv repair.

Terran needs this wall level to counter zerg attack (I am using roach/rav for now):

Zerg Attack:   Terran Wall level:
     4         0     (lvl 0 walls will hold lvl 4 attack zerg, etc.)
     5         1
     8         2
     11         3
     14         4
     17         5
     20         6

By now, Zerg should definitely have infused. So instead of roach rav, I am now using 2 infused and 8 rav.

Zerg Attack:   Terran Wall level:
     20         8
     21         9
     23         10
     25         11
     27         12

At this point, Zerg should definitely have toras. So instead of infused rav, I am now using 2 tora 8 rav.
     27         24
     31         25
     32         30

I found this interesting that lvl 26 attack will kill lvl 23 walls but lvl 30 attack wont kill lvl 24 walls (+4 attack lvls) while lvl 32 attack will kill lvl 25-29 walls (+1 attack).
34 attack is all that is needed to kill lvl 30 wall high ground bunker, although you will kill it very slowly.

Translation to a real game, even if someone is 1 gas bunkering from the start with anti-tora walls, if you get toras out with 32 attack before they have 30 wall ups, you shouldnt need an omega to kill them. Attack is of course very expensive at this point (in the 5k-7k range).
Additionally, if you see a bunker/turtle player has 15-20 wall ups, toras with 25ish attack will kill that bunker quite quickly.

From a terran standpoint, one would probably want to invest in marines and marine upgrades at some point instead of putting all resources into gas/wall ups in order to kill infused/toras.

3
Balance Discussion / Re: What people need to understand about balance.
« on: February 07, 2022, 08:40:56 pm »
WMaster (hoping for good/fun discussions of zerg hex):

"I've decided to do some more changes on Zerg Hex! (some would say much needed)
Have a look around, or join the discussion for changes on the new forum:
zerghex.createaforum.com
Mailing is still possible to zerghex@gmail.com but the forum is preferred."

90% of posts on the forum: Slight discussion turn into arguing turn into insults turn into flaming. Classic.

4
Bug/Exploit Reports / Re: High Score in game I shouldn't have
« on: January 30, 2022, 05:19:17 pm »
I'm kind of curious on this, could you post replay? Can post replays easily here if you have discord: https://discord.gg/EkhP4jMp

Also, yeah you can just clear your bankfile which will set you back to new 0/0 stats. Or copy/paste Ecanos stats if that is the proper value key^^

5
Balance Discussion / Re: What people need to understand about balance.
« on: January 26, 2022, 08:25:00 pm »
In response to 2nd paragraph:
Relating Zerg Hex to ladder and having GM's vs noobs, etc. There is an issue here.. 2 GM's can beat +10 bronze players in a 2v10 quite easily. 2 very good terran players (relating to GM's in ladder) + 4 noobs can not beat 2 noob zergs if the 2 good players are capacitied at the start. Effectively creating a scenario where (in relation to ladder) 2 GM's could not beat 6ish bronze players (assuming 2 bronze-level zerg players = 6 bronze players in hex, if that makes sense). You mention this in paragraph 3 with 1 "pro" terran player, just pointing out that it works vs 2. As you mention, this is also stupidly strong vs noob terrans as they have no idea how to hold, just make 6 spawners, capacity everything, and f2 = game won.. Not fun for noobs. Hence, the game is broken in those 2 scenarios. The only reason for this is capacity, hence why a capacity change is "needed" for balance.

"zerg is weak when there are enough experienced terran players in the lobby, no matter what the zerg's skill level is."
Yes, hence my post on proposed changes.

"if there are only 3-4 good terrans on the lobby, good zergs can take them down"
Huh? 4 "pro" terrans will not lose to any zergs. Me, Space, and Naj have taken down the infamous Buggo + Ace duo consistantly in the past with just a 3 stack (the game is currently balanced for a 2v3.5 stack imo), zergs have no chance vs a true 4 stack.

"the specific scenario in which the game is balanced is unlikely to happen... changes that try to expand that "balanced scenario" are the way to go"
Agreed^^ Again, hence my (our, I should say; multiple people helped me make that post) post on proposed changes.

"PS: Wmaster if you're reading this and you're willing to make balance changes, contact me and i'll gather a team of "pros" to respectfully discuss with you"
It's been years since hexnab members have offered this, so don't get your hopes up  :P

6
Builds & Guides / Re: How to win guide in 20 minutes as terran.
« on: January 22, 2022, 11:02:02 pm »
It's almost like, someone has already made this guide... Hmm

The general strategy/build:
Open up with 3 gas, fill out with 10 outer FF's, take inner/4th gas asap and 2-3 FF's inside base. build 6 SF to use up your gas while you use minerals to upgrade refineries. Get yard, make up to 9 CF (tad bit greedy but this whole build is game dependant, just like every game/build, can cut CF for a quicker Arm if you need to). You now have a really good eco, so build an armory, get overcharge/shatter/pen, upgrades, and pump out t1 marines. Try to start doing damage around the 14 minute mark. Keep adding cow farms sporadically until 27, then get eco ups 1 and 2. Get other upgrades as you need them.

7
New Ideas / Re: Is this game dead?
« on: October 07, 2021, 11:23:32 pm »
WMaster has taken long breaks from updating the game in the past. There is a chance he comes back sooner or later, I haven't heard from him yet if he's planning on doing any future updates or if he's done now. Considering how toxic everyone was about his 4.X updates (no matter what changes are made, there are always unhappy people that complain and give him **** for it), I wouldn't be surprised if he is done updating it.

8
New Ideas / Re: New ZHex Discord
« on: April 21, 2021, 10:04:42 pm »
You can feel free to join the heXnab server, we have guides, Q&A's and such. If you can't find an answer to something, you can always ask on there. Though there may be a slight risk of a sarcastic answer.

https://discord.gg/be75x4a

9
Miscellaneous / Re: Which server is worse?
« on: April 16, 2021, 08:35:43 pm »
I think it really depends on the time of the day for both servers. There are great players in both, just have to find the time(s) they are on. Main difference I see between the servers is that NA tends to be a little more ion heavy compared to EU.

10
Bug/Exploit Reports / Re: Simultaneous Warp-In of 3 Italis
« on: April 15, 2021, 02:19:23 am »
You realize that italis can teleport right... ?

11
Builds & Guides / Re: Efficient Terran Play in the Early Game
« on: February 26, 2021, 06:46:15 pm »
A fourth marine is not the end of the world but it is definitely sub-optimal under full pressure. Quick math here:

Base lvl 0 gen produces 7 energy per second (e/s)
1 constantly firing marine burns through 2.5 e/s

You start off with 3 marines, and if you're under full pressure, they will rarely stop firing. That means the marines you start with will burn through 7.5 e/s and will eventually (however very slowly) deplete your energy. You need a shock trooper asap, which burns through an additional 2 e/s which puts us at 9.5 e/s not counting any emp usage. So, even without a forth marine, you will run yourself out of energy eventually with just 3 marines and an auto-attacking shock trooper. A 4th marine would put us at 12 e/s usage which is getting close to doubling the energy generation rate AKA you will be out of energy very quickly - even if you do manage to get the first generator upgrade before falling, thats still only 10 e/s production when you're burning through 12 e/s (without the use of emp even). A shock trooper's auto attack is much more energy efficient and puts off more dps than a marine under heavy focus, therefore energy wasted on an extra marine is actually LESS dps as your shock trooper will run out of energy. This is why a reaper is much more preferable.

On a side note, this guide is meant for beginner/intermediate players. Seeing as to how you somehow consider yourself a "pro" with better "stats" than everyone, you shouldn't even be wasting your time with this guide. Let's not run down some random road for no reason here and let the people who can really benefit from this guide read it without having a self-proclaimed "pro" attempt to contradict the guide.

12
Builds & Guides / Re: Efficient Terran Play in the Early Game
« on: February 26, 2021, 04:23:03 am »
- Let your battery commit sudoku as you forget to change its patrol path away from the massive horde of lings

Remember kids, whatever it is you aspire to be in life.. Don't ever, EVER let your batteries commit sudoku!!  ;D

This is really nice  :)

13
Recent Patch Notes / Re: Patch Notes 4.9
« on: February 20, 2021, 01:19:23 am »
there are 2 reasons
1 bc games with 4-5 good terrans literaly do not happen unless there is some party playing, there is usualy 1 max 2 good terrans in random lobby and bc of capacity they are literaly cheesed out of the game, no matter how good u are if zerg only focus u and up cap there is no way for u to play the game
2 in this rare chance where there actualy are 4+ good terrans in a game capacity is actualy more hurtful for zerg than terrans so locking it away actualy helps u as ur noob teammate wont do it :)

Well said

14
New Ideas / New Unit (because yes, that is what we NEED)
« on: February 16, 2021, 05:49:03 am »
After much thought, consideration, and discussion with the best of Zerg Hex players, it has become apparent that we need a new zerg unit to deal with this new overpowered tank, and this disgusting human race in general.

This unit will solve each of the following problems with Zerg Hex:

- Everything

Now that you have taken the time to read through all of the benefits that this new unit will have to the game, what is this new unit and how will it function?

Introducing.... "The OhMyGodYourFkedOlisk"!!! This is an unkillable massive unit that each Zerg player is granted at the start of each game. It has a slow movement speed (about as slow as a useless strikling) BUT if each Zerg player reaches at least 20 capacity upgraded spawners by the 10 minute mark, it gains a teleportation ability where it can teleport anywhere on the map.

After mathematically analyzing this abililty with much used science, we've determined that the cooldown for this teleportation ability should be precisely 0.420 seconds.

This post is about as useful as +90% of the posts on this forum so please give this amazing idea a like so WMaster can see this obviously amazing idea. Thank you.

15
Balance Discussion / Re: Early Game Hydra Cheese (4.7+)
« on: February 16, 2021, 05:05:59 am »
why not just lock creep tumors behind armor 1?
What a great question. Creep tumors, nests, and capacity upgrades.

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