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Messages - ZergHexIsLife

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Haha, okay i see your point, but a simple solution would be to just have it as an option in-game such as Adrenaline mode within Squadron TD, then only make this option available in games where all players already have X number of games played.

Of course no system is perfect, but i would rather have 25% of my games ruined by a bad player than 90% of my games ruined by the innate impossibility of a Zerg victory. And for all who do not want that, no need to vote for it.

2
I don't think this post descending into an Italis debate is very on-topic. Lets assume for now that it isn't a problem then and get back to the matter in hand: Vastly different win rates based on different (but homogeneous) levels of player skill within the game.

The point here is that beyond a relatively low skill bar, I'm not talking anything close to diamond league players here, just above average Terrans, the Zerg players literally cannot win.

I would like this to be addressed in a simple way whilst not ruining the game for new players, I believe a mode that is balanced differently (But also simply in order to make it easy for the developer) based on the assumption you have 6 Terrans who know their stuff could provide more fun for those of us who are bored of rolling over every game as Terran against Zergs of similar Build Order/Micro ability to ourselves


Remember, in order to maintain two game modes easily, basic differences to upgrade costs, unit range, etc... are all far more viable and simple options than new/removed/changed abilities.

To understand my point of view here: I'm a high diamond/low master player with very similar skilled friends who all enjoy this game, but we cannot play it together because regardless of what team anybody goes on the Terran will ALWAYS win :( but it is an issue for random public games too where people would like more of a challenge is Terran.

3
I suggest allowing the game to be played in one of two modes, casual & ranked. Balance the ranked mode with the assumption Terrans aren't all just a bunch of newbies.

Currently as we all know, the game is only balance provided two terrans are new to the game, and the others are not pro. This is nice for a game full of newer players who want to learn how to play, but removes all possibility of fun once you have a few people who know what they are doing (The outcome is sealed, terran will always win).

Really simple ideas that would then fix balance issue (And make the game enjoyable for those who aren't new):
- Lower how fast the cost of supply upgrades increases for Zerg
- Give hydras +1 basic range
- Slightly decrease the cost of armour tech
- Allow mineral containers to be built at armour 3
- Fix ion cannon + italis warp in instavictory (Just don't let them warp in too close to the hives)

Obviously all of these ideas together might be too much, but to have these in a mode designed for average/good players instead of noobs would make the game a whole lot more fun!
Do you think this could satisfy both parties on the balance debate? It's not in question that zerg are only fun to play against crappy Terrans atm (Even though id argue beating bad players isn't that satisfying)

4
I think it would be good to keep on topic of the thread here.
Regardless of who we think is overpowered (Seen most people say Terran and i agree but it doesn't matter for the following point), there need to be some SKILLFUL additions to the mid/late game that pros can use to really show their worth, alongside a minor tweak here or there to the mid/late balance.

Personally I liked the suggestion of an spellcaster that can create temporary barriers for Zerg, rather like the toss forcefields in matchmaking.
Also how about armour tech actually upgrading armour & terran having an armour piercing tech to counter this at a price (This would only affect mid-late game and not early).

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