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31
Bug/Exploit Reports / High Score in game I shouldn't have
« Last post by NLuke on January 29, 2022, 02:26:02 am »
I am still pretty new to Zerg Hex so I got like less than 50 games played with a completely different score. So how it started was I joined a lobby, went afk for the first minute of the game and came back. I checked the scores and I couldn't believe it, I had like 900+ score added to zerg and like 800+ score added to terran. I have no clue how it was added since I was afk. If you guys know how this happened or if I could like reset my score to a reasonable amount I started with (like 20 score xD), that would be great, thanks![/size]
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Builds & Guides / Re: Zerg Economy 101
« Last post by Persephone on January 27, 2022, 02:42:52 pm »
You've got it backwards. Due to the higher cost of lings and especially strikelings, it's better for zerg economy to make more extractors (up to a point).  The "gold number" should be slightly higher than the "blue number" (especially when making strikelings).
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Balance Discussion / Re: What people need to understand about balance.
« Last post by Persephone on January 27, 2022, 02:41:05 pm »
It's really not that hard to create two game modes, one for casual play and one for experienced players who want to try hard.  As it is now, casual lobbies are heavily zerg favored because most of the terrans really don't want to try at all to do anything, and try hard lobbies are an absolute slaughter where zerg is dead by 20.

Wmaster needs to make a casual mode where it's much easier for terrans to take and hold 3 gas so they can at least do something, and a pro mode where zerg can eco faster and terrans have to all work together to win.
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Balance Discussion / Re: What people need to understand about balance.
« Last post by Turb007 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
35
Balance Discussion / What people need to understand about balance.
« Last post by guguizg on January 25, 2022, 07:31:59 pm »
I see people complaining a lot about balance in game, in the forum, on discord and pretty much anywhere. People needs to understand that Wmaster's job at balancing the game was very well done and i hope that with this post and comments everyone can understand that. If you disagree, read the whole thing. If you still disagree, you can comment down bellow. I'll also review any balance chages suggestions and mainly point out why they (probably) don't work.

First of all, the biggest challange with Zerg Hex balance is the skill gap between players in a lobby. Try to compare this to ladder, can you make a bronze league have a balanced game against a grand master or even a lower league player like gold? ZHex works similarly: you have inhouse games, in which people have very similar skill level, and you have public lobbies, in which a infinite combination of skills is possible, from a 6 noobs terrans vs 2 noob zergs, to noob terrans good zergs, good terrans bad zergs, one good zerg and a bad one, etc. My point is, it's pretty much impossible to make the game balanced in all of those cenarios. In my opinion, zerg hex can only be truly balanced if all the players in the lobby have similar skill level.

Is zerg too weak? Yes and no.
Zerg can be overpowered on a few ocasions. For instance, a unexperienced zerg when against a 'pro' player, can capacity upgrade all spawners and go for full agression on 1 terran, making it impossible to hold, pretty much no matter the terran's skill. That strategy in a lobby full of noob terrans will work, because there will be no one to punish them. Also, in a noob zerg vs noob terran scenario, the zerg can also have the upper hand, because new terran players struggle a lot handling pressure and specially taking down big spines.
On the other hand, zerg is weak when there are enough experienced terran players in the lobby, no matter what the zerg's skill level is.
Finally, there are a few scenarios in which the game is actually balanced. On normal game rules, if there are only 3-4 good terrans on the lobby, good zergs can take them down. In clangame rules, we figured out some basic rules to make the game also pretty close to balanced - specially because the teams are balanced.

So is the game balanced?
Yes, the game is balanced around a scenario in which there are good and bad players in the lobby, but because the skill difference among players is so big and unpredictable, the specific scenario in which the game is balanced is unlikely to happen.

How can the game be balanced then?
Well, sorry to say this but it can't, not for all the scenarios. There are some very interesting balance changes proposed on Turbo's post (it compiles his suggestions and other people's too) that manage to increase the scenario range in which the game is balanced and playable, but even so, there are a few lobbies in which it won't work, and that's just how it is. And that's how it's supposed to be, there shouldn't be a way for 6 noob terrans beat 2 good zergs or 6 good terrans loose to 2 noob zergs (unless they're trolling). In my opinion, changes that try to expand that "balanced scenario" are the way to go, but the game should be mainly balanced around "pro" meta, just like ladder games. Also, if there was a better ranking system, it would be easier to create balanced teams and therefore a more balanced match/lobby, so maybe thats one way to kind of balance the game, just like ladder games xp.

---------------------------------------------

Discussing actual balance now
Before going down to suggestions that in my opinion won't work, i need to say a few important concepts and maybe a few exemples:

Field of change: every change will affect different parts of the game, I will separate them into main categories
- Economical changes. These are the hardest ones because it will majorly impact the whole game. A small change will affect a lot, as i discussed on one of the "Hex Science" posts. For instance, reducing the zerg's first supply cost by 200 will have a huge impact, because then every supply will be 200 minerals cheaper, so in 10 supplies that's already 2.000 minerals. Besides, as eco grows so fast for the zerg, that can make the eco difference to what it is right now so big, that it breaks the entire game :D
- Unit changes: These generally have less impact on the game, but still, changing a unit can completely shift the meta, wether it is from zerg or terran, so gotta be careful with the consequences of it. For exemple, if you buff roaches, terrans will be encouraged to do way more t1 pushes (armory first), before zerg has eco to get roaches.
- Defensive and offensive value changes: These are the changes that affect the most differently players at each skill level. Lets say you buff the big spine, increasing zerg's defensive value. That probably wont affect most noob terrans as they never push into the big spine anyway or noob zergs, as they usually build all spawners in the front and don't transfuse it anyway, but for high level play, that can change a lot.
- Others. Can't put everything in boxes, exept when there is a "outside the boxes" box xD.

Time of affect: For what period of the game is the change ment for, early game, mid game or lategame?
Well, even though a change can have a main period in which that changes, it will change all of the other ones too. For instance, if you make zerg's early game stronger, you end up affecting midgame too, as the terrans could be weaker in that stage, the zerg's eco might be higher, etc. Also, affecting the lategame, will also change early and midgame too, because players will make different choices knowing that the lategame now works differently.

Non intended consequences: sometimes you want to change something specific, and by doing that, you will break another part of the game by accident. Let's say you nerf terran's lategame to balance that stage of the game and it works, now the zerg has the upper hand on lategame. But with that, you encourage the terran not let the game reach that point, making t1 and t2 pushes relatively stronger by accident. It's a dumb exemple but should be enough to understand.

Ok, now it will be simpler to understand how a balance change will interact with the game. I will review changes if you guys put on the comments - this is a discussion so other people can also help. I might also suggest a few and also analyse them.

At last, i'd like to say again that this is just my opinion and i'm open to discussion and for you guys to prove me wrong :D

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 :D
36
Balance Discussion / Re: Terran wins even when limited to 1 outside gas
« Last post by Persephone on January 23, 2022, 04:53:30 am »
Terran is insanely overpowered. There isn't even a point in transfusing large spines because they just stasis cannon all your stuff from inside their base and then ion a path into your hive, killing all of your units. The only 2 ways for Zerg to win is a bruta rush sub 20 mins or rushing as many infused roach as possible IF you're lucky. Blue laser Terran army should not be able to handle roach. Yellow laser should not be able to handle ultralisk. Elites should have a difficult time with brutas. Otherwise what's the point of armor if tanklings, roach, ultralisk are all totally useless? Nobody builds ultralisk so why does it exist? Upgrading your spawners only hurts you so why even make it an option if it's never worth it? Mass slowling doesn't even slow down a Terran army anymore. Spores are dumb as hell and can't kill or destroy a thing.

Stasis should not be able to kill structures, PERIOD. Tanklings should give double income and have double armor to make them worth building. Ultralisk should be the new bruta and brutas should be buffed. The starting level cost of supply should be equal to the starting amount of income, so 400. Large spines should be buffed and their reach should be increased by 1/3. Gas cloud's energy draining effect should actually **** do something. Zerg's economy should be increased so that you don't need to do the stupid dance of shuffling income back and forth.

Why does Terran even need a tank when they can build 1 italis and buff their walls on 2 **** gas and survive most of the game? Terran turtling of any kind should be punished. Either they push out or they lose. And when they push out, it should be a challenge and not a cakewalk to just stomp through all your spawners boosting and spamming stasis without a hitch.

either Zerg eco gets buffed or Terran weapons get more expensive. if everybody's a **** pro and only two top tier Zerg can hold off 3 pro terrains and maybe win at the end then this game will **** suck ass. It is too easy for Terran to hold 4 gas and just sit in their base for 25 minutes.

The old game used to be fun. Now its unbalanced, overly complex, and with crap nobody even uses like the tank or ultralisk. Get rid of the infestor heal bullshit and just buff Zerg units so they can perform similar functions to the infestor units. This game is **** **** as it is with terrains early quitting and getting killed early game if they are new or ONE PRO PLAYER getting FULLY FOCUSED for 20 mins and STILL not getting pushed into their base.

TERRAN IS OVER **** POWERED

I hope wmaster reads this and fixes the game.
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Builds & Guides / Re: How to win guide in 20 minutes as terran.
« Last post by Turb007 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.
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Builds & Guides / Re: How to win guide in 20 minutes as terran.
« Last post by RickSanchez on January 21, 2022, 10:10:58 pm »
sadly this gets hard countered by infused roach rush
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Builds & Guides / How to win guide in 20 minutes as terran.
« Last post by hexpro cat on January 21, 2022, 09:26:26 pm »
Heeres a guide to beat zergs easily with a little practice
go three gases into 10 farms (including back rock farm space and gas)
Then build 6-9 sheep farms depending on focus while build sheep upgrade all your gas
once you have 6-9 sheep and all gas is upped build a construction yard no defenders no gas ups just a yard
Then build 9 cow farms once those are done get a armory and get shatter overcharge and pen laser
while you are upgrading the marines in the armory auto cast your gen to about 20 - 25 gen ups
once you have all marine ups get a lab auto cast t1 and go ham
if done correctly you can win by 20 min
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Balance Discussion / Re: I am willing to Make "Zerg Hex 2"
« Last post by zhizhi 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.

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