Hello everybody, this gonna be the official discussion thread for Zerg Hunters EU.
First of all, i don't want to offend the author of Zerg Hunter RPG by this map name.
Since it was the project title right from the beginning, it shouldn't be a problem for anyone.
Now the map.
Size: 184x184.
Zerg Hunters is greatly inspired by Necrodragon's Orcs & Elves from Warcraft 3. Those of you who already played it in WC3 will recognize a lot of familiar content and gameplay, those who don't, will learn fast, since it's a very intuitive game style.
Zerg Hunters is a competetive map. 8 Zerg are fighting against 4 Hunters.
The map is devided into 24 Collector Zones, all connected with small paths.
The Game starts in the middle of the map.
All 4 Hunters are imprisioned by an electric Force Field, that they have to destroy at first.
Until then, the 8 Zerg (who are free right from the beginning) have time to find a place to prepare for battle.
After few seconds, when the Hunters are free, the chase begins.
Since there are several entrances to each potential Zerg base, the Hunters will need a good teamplay to surround one of the Zerg.
Zerg are very vulnerable in the beginning, so their main target is to stay alive and gather ressources to build a base and an army.
Both, Zerg and Hunters, have several upgrades avaiable for research.
It is recommended to focus on one research direction, since you usually won't be able to obtain all available upgrades in only one game.
The map is currently in Open BETA on EU Servers (EDIT: available now!).
Since it is very hard to get 12 Testers in Closed BETA, Balance won't be perfect right from the beginning.
So I'd be pleased if you report any bugs or inconveniences. Thats what this thread is about.
PS: Ingame Help (F12) and the ingame tutorial will give you an overview of the basic gameplay.
why exactly are hunter more powerfull than zerg? at ALL times. even if the game drags on about 1,5hours. they get so powerfull that they swing long enough against your magic barriers to revive INSTANTLY if you manage to kill them (whats nearly impossible then anyway).
I do not contradict, that it may be harder to play zerg. But that doesn't mean that they are less powerful.
The current main problem in public games is the feeding by unexperienced players. Hunters gain far too much ressources by hitting abandoned tech centers or worse - early bases. The key for Zergs to win, are:
early survival Upgrades (Speed I, Magic I, Life I)
no feeding
map vision ( use early scouts)
focus, i.e. Do not try to get all upgrades by yourself. One focuses on advanced blockers with "fast blocker" and 3 defense upgrades, one on Tier 3 Towers and one on Units (he should also be the one to build the first scouts).
Very important is to get the survival upgrades first. With "Sprint" and 50 HP you should be able to survive for a very long time.
Of course there are games, where you are unlucky with teching. But that's what you have allies for.
Now, if you have established a base with magic blockers and tier 3 towers, you can start to train your (already upgraded) army of Barb Spitters, Roaches and Air Patrols. Use Ether Lords, Air patrols or clever planted "fast blockers" to trap the hunters in the entrances.
When your army is big enough, you can also leave your base and go hunting by yourself.
At this point, Hunters shouldn't be able to hit your blockers until they have enough minerals for resurrection (important: your blocker defense upgrades).
If you want to play a game with more experienced players, just contact me in B-net.
EDIT: I did change the revival system though. Now it takes more time and more ressources to resurrect with each time dying, so hunters shouldn't be able to instant-res at some point. In addition to that I implemented a 10% transaction fee, so ressource pooling won't be that effective anymore.
Hello everybody, this gonna be the official discussion thread for Zerg Hunters EU.
First of all, i don't want to offend the author of Zerg Hunter RPG by this map name. Since it was the project title right from the beginning, it shouldn't be a problem for anyone.
Now the map.
Size: 184x184.
Zerg Hunters is greatly inspired by Necrodragon's Orcs & Elves from Warcraft 3. Those of you who already played it in WC3 will recognize a lot of familiar content and gameplay, those who don't, will learn fast, since it's a very intuitive game style.
Zerg Hunters is a competetive map. 8 Zerg are fighting against 4 Hunters. The map is devided into 24 Collector Zones, all connected with small paths. The Game starts in the middle of the map. All 4 Hunters are imprisioned by an electric Force Field, that they have to destroy at first. Until then, the 8 Zerg (who are free right from the beginning) have time to find a place to prepare for battle. After few seconds, when the Hunters are free, the chase begins.
Since there are several entrances to each potential Zerg base, the Hunters will need a good teamplay to surround one of the Zerg. Zerg are very vulnerable in the beginning, so their main target is to stay alive and gather ressources to build a base and an army.
Both, Zerg and Hunters, have several upgrades avaiable for research. It is recommended to focus on one research direction, since you usually won't be able to obtain all available upgrades in only one game.
The map is currently in Open BETA on EU Servers (EDIT: available now!). Since it is very hard to get 12 Testers in Closed BETA, Balance won't be perfect right from the beginning. So I'd be pleased if you report any bugs or inconveniences. Thats what this thread is about.
PS: Ingame Help (F12) and the ingame tutorial will give you an overview of the basic gameplay.
PPS: Contact Information: EU | TheuSs | 966
I don't mind the name. I just hope the player-base doesn't get confused, especially when ZHRPG comes to the EU. :P
Good luck, sounds neat.
Just one thing: Zerg is the plural of Zerg ;-)
hi,
why exactly are hunter more powerfull than zerg? at ALL times. even if the game drags on about 1,5hours. they get so powerfull that they swing long enough against your magic barriers to revive INSTANTLY if you manage to kill them (whats nearly impossible then anyway).
@Ryaneko: Go
I do not contradict, that it may be harder to play zerg. But that doesn't mean that they are less powerful. The current main problem in public games is the feeding by unexperienced players. Hunters gain far too much ressources by hitting abandoned tech centers or worse - early bases. The key for Zergs to win, are:
Very important is to get the survival upgrades first. With "Sprint" and 50 HP you should be able to survive for a very long time. Of course there are games, where you are unlucky with teching. But that's what you have allies for.
Now, if you have established a base with magic blockers and tier 3 towers, you can start to train your (already upgraded) army of Barb Spitters, Roaches and Air Patrols. Use Ether Lords, Air patrols or clever planted "fast blockers" to trap the hunters in the entrances. When your army is big enough, you can also leave your base and go hunting by yourself.
At this point, Hunters shouldn't be able to hit your blockers until they have enough minerals for resurrection (important: your blocker defense upgrades). If you want to play a game with more experienced players, just contact me in B-net.
EDIT: I did change the revival system though. Now it takes more time and more ressources to resurrect with each time dying, so hunters shouldn't be able to instant-res at some point. In addition to that I implemented a 10% transaction fee, so ressource pooling won't be that effective anymore.