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Builds & Guides / Re: Zerg Hex Science
« Last post by guguizg on October 31, 2021, 03:02:05 am »Walls
In this post I would like to discuss a very underrated topic: walls. Walls are great, they can delay a zerg incoming attack, redirect zerg unit flow and even keep one side or your entire base safe (on one gas and high ground situations). Walls are crazy. But there are a lot of unanswered questions I would like to answer.
Construction Yard:
"Nearby structures take 40% less damage and regenerates slowly"
1. How slow is slowly?
5HP/s
To test this out, i used a few creepers to shoot at a wall inside yard range to see how many it took to start making the HP go down. When you have 5 creepers it's stable, 4 it regenerates and 6 it decreses HP. So, the regeneration rate is equal to the dps of 5 creepers * 60%, because of the 40% damage reduction.
4dmg/1,2seconds, but the wall starts with 2 armor so 2dmg/1,2seconds = 1.667
1.667 * 5 creepers = 8.333
6.667* 60% = 5HP/s
Note that this is a aproximation, the number might be slightly off.
Unified Armor:
"Walls share health with one another to protect the weakest areas"
This is a very interesting upgrade and it works in a misterious way for me. In this post I would like to uncover the mistery.
2. Is there a range for unified armor?
Yes.
To test the "range" of unified armor I used a slowling to attack a row of walls. The wall under attack broke before all of the other walls were with the same HP, so in a way the health is not shared, it works in a different way. When the wall under attack broke, the other ones had the following HP
55, 70, 95, 110, 175, 175, 175...
So in that aspect, the unified armor has a maximum range of 4 walls.
On the other hand, if instead of a low damage zergling you have a high damage unit like a infused roach or a brutalisk, the range can change. For instance, if a unit 1 shots the wall, unified armor does not apply. In a way, saying that the health is shared is false advertisement xD
3. So if the health is not shared, how does it work?
I don't know lol. I cant figure out, seems to work pretty inconsistently so i can't figure it out. I also can't understand the pattern from the last question which appeared (the same exact values) every time i tested it.
Defenders and SCVs:
4. When is it worth it to link the defender?
Defender link: "Transfer 40% of repair rate to nearby structures"
That means that each structure under attack gets 40% of the regen, meaning that its start being worth it when (number of structures * 40%)>100%, which happens at 2.5, so when 3 or more structures are under attack.
Also, if you have unified armor, it is definitely worth it to link the defender, because as discussed previously, the unified armor spreads the dmg to other walls which are going to be healed.
5. How much is the SCV repairing rate? Is it better than a defender?
Aproximately 8HP/sec. If that checks out, means that the SCV has 80% of the repairing rate of a defender.
6. Does SCV repairing rate stack with armor upgrades like the defenders?
Yes. To test this, I used tanklings (they deal true damage) and upgraded the armor a lot. Turns out SCVs started repairing faster with the upgrade. Hard to tell how much, because the game doesn't give numbers, but it is faster.
Other topics
7. How good is a anti-torra wall
8. Is it better to have a bigger wall and more surface area or less walls with less surface area?
9. How many armor upgrades do you need to survive on the high ground for each attack level?
To be continued...
Also, if you have other questions or if you have answers to the unanswered questions you can comment them
Questions 3 and 6 haven't been properly answered.
In this post I would like to discuss a very underrated topic: walls. Walls are great, they can delay a zerg incoming attack, redirect zerg unit flow and even keep one side or your entire base safe (on one gas and high ground situations). Walls are crazy. But there are a lot of unanswered questions I would like to answer.
Construction Yard:
"Nearby structures take 40% less damage and regenerates slowly"
1. How slow is slowly?
5HP/s
To test this out, i used a few creepers to shoot at a wall inside yard range to see how many it took to start making the HP go down. When you have 5 creepers it's stable, 4 it regenerates and 6 it decreses HP. So, the regeneration rate is equal to the dps of 5 creepers * 60%, because of the 40% damage reduction.
4dmg/1,2seconds, but the wall starts with 2 armor so 2dmg/1,2seconds = 1.667
1.667 * 5 creepers = 8.333
6.667* 60% = 5HP/s
Note that this is a aproximation, the number might be slightly off.
Unified Armor:
"Walls share health with one another to protect the weakest areas"
This is a very interesting upgrade and it works in a misterious way for me. In this post I would like to uncover the mistery.
2. Is there a range for unified armor?
Yes.
To test the "range" of unified armor I used a slowling to attack a row of walls. The wall under attack broke before all of the other walls were with the same HP, so in a way the health is not shared, it works in a different way. When the wall under attack broke, the other ones had the following HP
55, 70, 95, 110, 175, 175, 175...
So in that aspect, the unified armor has a maximum range of 4 walls.
On the other hand, if instead of a low damage zergling you have a high damage unit like a infused roach or a brutalisk, the range can change. For instance, if a unit 1 shots the wall, unified armor does not apply. In a way, saying that the health is shared is false advertisement xD
3. So if the health is not shared, how does it work?
I don't know lol. I cant figure out, seems to work pretty inconsistently so i can't figure it out. I also can't understand the pattern from the last question which appeared (the same exact values) every time i tested it.
Defenders and SCVs:
4. When is it worth it to link the defender?
Defender link: "Transfer 40% of repair rate to nearby structures"
That means that each structure under attack gets 40% of the regen, meaning that its start being worth it when (number of structures * 40%)>100%, which happens at 2.5, so when 3 or more structures are under attack.
Also, if you have unified armor, it is definitely worth it to link the defender, because as discussed previously, the unified armor spreads the dmg to other walls which are going to be healed.
5. How much is the SCV repairing rate? Is it better than a defender?
Aproximately 8HP/sec. If that checks out, means that the SCV has 80% of the repairing rate of a defender.
6. Does SCV repairing rate stack with armor upgrades like the defenders?
Yes. To test this, I used tanklings (they deal true damage) and upgraded the armor a lot. Turns out SCVs started repairing faster with the upgrade. Hard to tell how much, because the game doesn't give numbers, but it is faster.
Other topics
7. How good is a anti-torra wall
8. Is it better to have a bigger wall and more surface area or less walls with less surface area?
9. How many armor upgrades do you need to survive on the high ground for each attack level?
To be continued...
Also, if you have other questions or if you have answers to the unanswered questions you can comment them

Questions 3 and 6 haven't been properly answered.
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