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I believe it's only bugged for gold miners. I noticed this when they first came out and this guy came over with a probe helper...and I actually noticed my minerals were going up slower on gold.
Also, I really hope he fixes the current imbalance in the game...people were complaining too much about the Zealot being crap because no one knew wtf they were doing...now people can see the zealot is OP. Even without being harassed the whole game with miners on gold, it takes about 20-25 mins to get a T11 turret up, and by that time a good zealot will already be able to tank it.
The main problem is that it's too easy for the zealot to feed off 1-2 people the entire game until he is maxed, or close to it. By the time people get higher turrets up to defend, the zealot has already surpassed them, and the probe will be horribly behind in eco. Really the only way to win against a good zealot atm is to try and catch him off guard early with high level turrets and 2+ bubbles.
A good zealot will never lose this game, and because of the geometric method of increasing income, it can never be balanced.
1. Discuss this statement.
2. Assess truth.
3. Arrive at conclusion.
Then play better games. Seriously, this game has some major improvements required before it's even close to good.
Things that this game needs
- no resource transfer between zeal and preds
- no resource transfer between probes (only market)
- Add mass sell/buy and small sell/buy (sell or buy 2k instead of 200 and 1 instead of 10)
- Add zeal ability burst (11 damage range 1.5 no cool down and no damage to probes/spirits) This prevents scv spam
- Spirits need to be balanced with preds. An endgame predator is about 90% the same strength as a zealot but probe spirits always suck. Perhaps a level system based off of the damage of the defending towers or their own attack that allows them to learn or boost their current skills. Also more active skills and give them blink.
- restructure some of the golds on the largest map, they're too small to support all the buildings let alone any late game gas structures.
- turn off void prism for the first 90 seconds of play
- balance 2000 gas building and 8100 gas building. The 8100 gas building is over 4x the cost of the 2000 AND it takes up a 4x4 instead of a 2x2 making it entirely worthless.
- add more options for mineral gathering and gas structures to fill in middle areas. jumping from 4k gas to 20k or 4k minerals to 16k is quite a lot. This applies for some zeal upgrades as well.
- abilities for the zeal to buy. Charge (boosts movement speed for 2 seconds) or shield (deflects all damage for 2 seconds, helps in those times your running away and a stray turret might kill you). Also quicker recharge on teleport or scan.
- allow probes to build 1 sight tower made at the generator for 128 gas. It would be warp prism with 1 vision (basically only itself) however when deployed it provides sight range of 5. Can be placed anywhere within range 20 of the generator. (gives a bit of a heads up to the probes that they're about to be attacked)
- another start choice, # of zealots (1, 2 or 3). Must have more then 12 players for 3 zeals and more then 8 players for 2.
- probe constructor unit that allows probes to build without their main probe. This is so they can sneak gateways for additional income. The trade off should be that these probes are used when they construct something and cost 128-256 gas (basically doubling the cost of gateways for safer construction)
Only with massive zeal nerfs. zeal does not need a buff, SCV spam is about the only thing that can stop death right now in the game and it requires the probes to be not constantly attacked by the zeal and thus not constantly dying.
Firstly, need to get rid of the geometric income ratio on probes at least, it's useless and complicates the game. Make the income linear so probes that are one generator level behind are not a millennium behind the others. Costs should also expand linearly rather than geometrically to balance. Turret 1 are useless from the get-go, it requires over 500 gas just to get a turret that will take chunks out of the zealot's normal hp, let alone when upgraded. Turrets all need a buff, as none of them really slice up the zealot until 11, so they don't deny feed at all and probes are probably better off econing up while repairing wall.
Damage = income for the zealot needs to be fixed. Zealot who goes all atk speed and damage at first (probes having to upgrade turret to 6 to do damage to the zeal at first doesn't help...) will gain more income than the probe can keep up with and will eventually easily overpower the ridiculously expensive mega wall series.
Fixing the first (probe income and turret damage) will basically eliminate the difficulty of fixing the second (and finding a way of balancing, perhaps with a periodic income for Zealot) as buffing turrets will actually deny feed for the zealot early game. Not a major buff mind you, just enough that it does decent damage (~16 dmg per shot should do it) rather than 1. ONE DAMAGE will NEVER even bother the zealot.
This game is a moderate example of what can be a deeper concept. Supply and demand, trade and economic growth. It's much more advanced than most face-roll turret defense games.
Easy to learn, still easy to play at a moderate level (most of the player base), and a bit challenging to develop a more advanced model of game play.
Can we get the maker and some people who know what they are talking about to start alpha testing? This game could go so soooooooooo much farther and develop into a fantastic "Cat N Mouse" / psuedo vampirism map. As of now it's a massive kickfest with the zealot either sucking and dieing early or winning.
This game, like many people have mentioned before, is like Galaxy Vampirism. The problem with this game is that there are no "zealot hunter" or "vampire hunter" units. So in reality, the zealot/vampire will win more often than not because it is free to move about, attack and run away when needed. If the bases get too powerful, the only real strategy is to slowly cannon the zealot/vampire in which could definitely take a while as opposed to having zealot hunter units. The zealot has nothing to really fear unless he misjudges a canon's attack while afk.
I just want more turret choices. Similar to Vampirism, with frost turrets, sniper turrets, etc. But most of all I just want a decent update. The game has been in the same state for weeks and I know it doesn't take that long to develop it at least a bit.
------------ PRO TIPS ---------------
1. Early in the game when the zeelot finds your base, slavage your wall, run away. It sets him behind.
2. If the zeelot is good, choose the large map, and no one base close. (the zeelot can double his attack speed every 60 seconds or so off the closest base).
3. Pobes can boost income of each other. If you pass money to your friend, he upgrades, then passes money to you to upgrade, you both benefit.
4. If the zeelot ahead, you can still win if the pobes salvage a base every time the zeelot comes to them. If you run him around, your partners are still collecting income, but the zeelot is not.
5. If a pobe is feeding the zeelot uncontrollably, go to his base, help him void, help him turret. If he is still feeding uncontrollably, he needs to salvage his wall, and move, or you need to kick him.
6. There are at least five spots on the large map where the zeelot does not fit. You can hide your pobe there safely. This is great if you have no wall, and miners spread out all over the large map.
7. As zeelot, it's normally a good idea to go almost all weapons and glove at the start, and rotate between bases, as players don't make turrets until you get to them normally.
8. If your opponent gets a final wall and lots of pobes are repairing it, get three 32-gas swords, armor, life, and your glove.
9. Salvage your wall to give you cash to upgrade your nexus, then rebuild your wall. You get a faster nex upgrade. Do the same thing for making workers late game.
10. If you hide your base somewhere the zeelot will not look, you can salvage your wall more easily.
11. You an trap a zeelot early game by voiding and making walls behind him. He can teleport once, but there is a 3 minute cooldown, and the second time you trap him, he dies. You can only do this right at the start.
Honestly, I consider these spots to be cheating, and abusing a map glitch. They are one of the few things I hope gets fixed about the map, and I generally refuse to use them myself.
Good tips otherwise, though. Some stuff to add:
12: Gold gives you +1 every time the miner mines. This means that the first four miners are doubled, and then master through perfect miner barely get a bonus. This also means that Advanced Miner is more cost-efficient than both Master and Ultra Miners on gold.
13: Void. Void void void. Void as soon as the Zealot arrives. Get out of your base and void. Ideally you should be voiding every time your cooldown ends. Voids are free, and make a big difference.
14: You know those people who, in-game, say make one turret and upgrade it? They're wrong. Mass T4 into Mass T6. T7s and T8s suck and are the most cost inefficient turrets in the game. T9s are good, and more cost-efficient than early turrets, but if you're only going to get one T9 you could also just get 12-13 T6s and avoid the cost of the global market. Once you can get two T9s they become the way to go, of course. T11s are the most cost-efficient turret in the game; will kill in 3 hits if the zealot does not have gas. Gas zealot is a bit imbalanced, though--you need about 3-12 T11s to prevent feed from zealots with relatively lowish gas counts (like...2-4 gas spent on durability).
15: Salvage is OP. You can have high level turrets up 90% of the time, and just salvage them right when you're ready to upgrade your nexus, and have equally good economy to the people who don't build turrets at all. (And yes: salvage your wall, salvage your market, salvage your collection depot, etc. It's actually arguably worth-it to salvage your generator to get out a legendary miner slightly earlier, but it only saves about 10 seconds in the long run, so I usually don't bother. Absolutely salvage your wall for big miners if you can, though).
16: In the very lategame, don't over automine. You don't need two 32768s. You honestly don't even need one 32768. In fact, if it's getting to the point where you're getting minerals so fast that you can't make level 6 automines quick enough and want to make level 7s, it's probably time to stop making automines and save for final wall. All the final tech costs equal minerals and gas. 15 perfect miners only mine about 19k minerals a second, which means you only really need 10ish 2048 automines in the long run.
17: Walls suck. Try not to build them. High level walls just allow high level feed. Try to upgrade walls as little as necessary--spend that money on turrets instead. (except final wall, which you should always get first over final turret).
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