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Messages - blah

Pages: [1] 2 3 ... 5
1
New Ideas / Re: Is this game dead?
« on: October 02, 2021, 11:36:34 pm »
yea he's gone. we've asked to open source it, to monetize it, people have offered to donate, but nothing. i'd love to see the community version hit top 10 because this is going no where without updates. too unbalanced.

2
Balance Discussion / Re: Community Version Balance Feedback
« on: September 10, 2021, 11:18:35 pm »
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.

3
New Ideas / Re: money to patch up game
« on: July 11, 2021, 11:53:04 pm »
i've suggested a gofundme before.

I think the creator could monetize the game as well, like direct strike. make some skins or something but also work on balance.

4
Bug/Exploit Reports / glitch charging the batteries
« on: May 17, 2021, 05:23:38 am »
Batteries are charged according to which one is closest to the generator. It should charge the battery with the lowest amount of energy in range first; otherwise the genny recharges batteries that already have a charge and that affects how many marines can be charged up. It's a bottleneck for charging marines. and it doesn't matter if a battery is connected to the generator via a phylon or not, whichever one is closest would be charged by the generator. I've seen almost full batteries get charged instead of empty ones. this is problematic as empty ones ought to be prioritized so more marines can be charged.

5
New Ideas / Re: power phylons?
« on: May 17, 2021, 05:08:17 am »
i know they can be combined but i don't see the utility in making one advanced battery for making a power phylon in one spot of the map each game. just feels like an unnecessary hassle. it's one square, give us one square.

6
New Ideas / power phylons?
« on: May 04, 2021, 12:00:46 am »
can power phylons be made so that they can be built on farms? I just find it tedious that a single square can mess up a farm placement.

ty

7
New Ideas / ditch shatter?
« on: April 02, 2021, 05:26:32 am »
vote!

8
Recent Patch Notes / Re: Patch Notes 4.7
« on: February 12, 2021, 01:51:34 am »
I don't think it is reasonable to be spending time on new terran units when zerg needs to be buffed against stock terran units. Zerg still needs help in the mid to late game.

As previously said, the hydra range is an issue. I've had terrans just hold position marines vs hydra. They're not bothered by them. and as defensive units, they're not very helpful because if 3 terrans are getting 3 lowground gas, hydra ain't going to help vs the coming marine push.

Zerg needs some options to be able to hold vs the midgame push. Otherwise i don't think there's much reason to stay in the game.

9
New Ideas / Re: Zerg Hex suggestion
« on: February 02, 2021, 10:32:06 pm »
i'm for any type of zerg buff. Zerg can't stop strong terran players from pushing. I've also noticed zerg players are quitting early because of the midgame imbalance.

10
New Ideas / Re: Zerg Patch (4.7??)
« on: January 25, 2021, 04:40:40 am »
yea the balance is off so much i wonder what's the point of playing because it's predetermined.

zerg eco is too low to keep up with terran tech midgame. zerg tech is expensive and 5 tiers vs terran 2. vets stop 90% of zerg units. and the patches we get just buff the early game when zerg can't even last past mid game.

11
New Ideas / Re: Zerg Patch (4.7??)
« on: January 22, 2021, 01:58:56 am »
i was thinking more in terms of the total gas collected from three terrans combined at certain time points in the game where zerg may need a boost to remain competitive. so say three terrans manage to collect gas from 4+ gysers and have collected x amount of gas by the 10 minute mark, zerg only has x eco, then give a boost in anticipation of the impending terran push. or give extra supply. whatever it is, zerg needs something other than inexperienced players to remain competitive in the game.

Conversely, if there are terrans that are inexperienced and don't collect x amount of gas by x point in time, then no boost.

It's a suggestion that could use community input, so bring on the triple face palms.

There's also the spire sharing that may be more beneficial to helping boost zerg eco. that might be too strong in the early game but that could be adjusted.

12
New Ideas / Re: Zerg Patch (4.7??)
« on: January 21, 2021, 06:38:23 pm »
I was thinking of a gofundme.

i think the midgame eco for zerg needs to double to hold six strong terran. i find as zerg my eco when my teammate leaves is where it needs to be to hold 3 strong terran, anyone else experience this? Is it possible to give zerg an eco boost to match terran gas collected? I was thinking in the form of spires. The stronger the terran players get, the stronger the zerg becomes?

13
New Ideas / Re: Zerg Patch (4.7??)
« on: January 20, 2021, 08:28:13 pm »
the lack of map development may be limited by the creator's personal time limitations. An option would be for volunteer community developers like in undead assault.

There has been volunteers for assistant game devs for some time. I don't think WMaster is too fond of the idea however. Perhaps he may change his mind at some point though? Who knows.

Bump day number 3

(Attachment Link)

could always do some local fundraising too, to see if that would help with game development.

love the image. lol.

14
New Ideas / Re: Zerg Patch (4.7??)
« on: January 18, 2021, 04:36:31 am »
the lack of map development may be limited by the creator's personal time limitations. An option would be for volunteer community developers like in undead assault.

15
New Ideas / Re: Sharing econ for Zerg :D
« on: January 17, 2021, 11:39:32 pm »
buttons for MIA or for energy requests wouldn't be a bad idea either.

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