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Tewaking Zerg in SC2

Blogs > Go0g3n
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Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
Last Edited: 2010-03-02 19:49:11
March 02 2010 17:20 GMT
#1
I played over 100 games for Z in this Beta, close to ~130 now. As a lifelong Z user since 98 i was disappointed in a race, not so much balance-wise, but more in developers uproach to rebuilding the race for StarCraft II.

Here's what Zerg looks to me (and many others) now:

a. Boring. Roaches, an early powerful unit that absolutely needs to be pushed out, kills everything it faces and all the fun with it. The role of Zerglings has been downgraded significantly.

b. Not challenging at all for Zerg user. The Zerg units setup in StarCraft II reminds me of an early version of StarCraft, pre Brood War. Let's say in StarCraft 1.04 there were no medics, lurkers, corsairs, no muta micro either. Hydralisks were 75 minerals only, later added + 25 gas, they were slower, had shorter attack range (sounds familiar, doesn't it?). Also there was no variation, only unit at Tier 2 was Mutalisk, and it was just as useful as Muta can be without Micro.

c. Zerg is now very similar to Protoss in SCBW. It has a strong early unit/combination, like never before. It can easliy live off and produce tons of units with 2 bases, there is no real need to go to Hive Tech, because there're no defilers and new Guardians or whatever they're called just suck.

As a result of all that I believe Zerg needs to be retooled.

1. Baneling Nest should be an upgrade for Pool available on Lair Tech, as a trade-off banes should be made more powerful overall and especially against protoss, maybe 120% damage on shields.

2. Remove 'underground movement' ability from roaches, immense healing speed while burrowed is more than enough.

3. Add a mutation or an upgrade for roach that would make it easier to stop early Protoss immortal push, it needs stopping power, not offensive power. Roach as a unit should not be able to win all matchups, like it does now. Perhaps a +defense or +something on your own creep will do for better defense and give an opportunity to fiddle with roaches on extra dumped creep later in the game.

4. Bring back lurkers or a variation of Hydralisk mutation to create a level 2.5 tech, capable of moving while burrowed. (AFAIK Lurkers were removed just before Beta, i played Lurkers in a build Blizzard brought to Russian gaming expo, Roaches were weaker though)

5. Mutalisks to compensate for the lost micro need some sort of an extra third upgrade (researchable) extending the range a tiny bit or even better - the amount of consecutively hit targets by whatever they attack with.

6. Zerg needs a better caster unit on 2nd tier, maybe bring back Plague capable of damaging only to 50% or the same plage but lasting half as long, maybe even slowing regeneration/healing rate, but keep mind control ability as a trade for Swarm.

7. Lings need to be a little tougher, maybe at the expense of decreased speed with glands researched.

8. Because for whatever reason Zerg is now way slower and uncomfortable switching tech in comparison to BW, maybe it's worth adding a way to decrease Lair/Hive building time at a certain extra cost.

I submitted those to Blizzard, not that they would listen to a C+ (at best) noob, but still.

P.S. If any TL admin or editor would fix the title to Tweaking, that would be very appreciated. Thx in advance.

*
Chill
Profile Blog Joined January 2005
Calgary26004 Posts
March 02 2010 17:24 GMT
#2
look how many changes you are suggesting lol
Moderator
iSiN
Profile Blog Joined March 2009
United States1075 Posts
March 02 2010 17:27 GMT
#3
I agree with chill that's a LOT of changes. You'd completely throw off the balance in all the MUs. However I do feel Zerg is just so lacking against toss. Mutas were fun until toss started building sentries then transitioning into phoenix and there is no scourge anymore to reduce phoenix numbers :S
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
Last Edited: 2010-03-02 18:18:45
March 02 2010 17:33 GMT
#4
I am suggesting changes, of course nobody in their right mind would rebuild the whole race 5 months or less before release. At least a few of those changes could really spicy Zerg gameply experience and XvZ experience with it.
Redunzl
Profile Blog Joined January 2010
862 Posts
March 02 2010 17:33 GMT
#5
any of those changes would be welcome to me.
how about just fix the way roaches stutter-step
lings also could use some reworking... their crack upgrade leaves much to be desired.
ggrrg
Profile Blog Joined September 2009
Bulgaria2717 Posts
March 02 2010 18:21 GMT
#6
I agree that something has to be done about zerg and some of your changes sound reasonable, but i honestly cannot imagine anything more imbalanced than borrowed lurkers that can move.
Ecrilon
Profile Blog Joined October 2009
501 Posts
March 02 2010 18:28 GMT
#7
Burrowed Lurkers that can move eh? Let's buff up the dark templar to something like 100/100 and give it a ranged splash attack. Call it "Void Strike." It does extra damage against workers.
There is but one truth.
Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
Last Edited: 2010-03-02 18:43:15
March 02 2010 18:34 GMT
#8
Think about it. In SCBW Lurkers are at 2.0 Tech, in SC2 they were (and would be) at 2.5 tech, at this point you're already at ~130 supply easily, scans all over, tanks, medivacs, observers, easily a pack of immortals, plus Protoss has sentries with energy field vs ranged damage.

Also "move while burrowed" could be a researchable just like it is for roaches, - Delaying it even further and making it more expansive.

I'm not saying it's a must have ability, but it's an interesting one, especially for the long run of the game, and it's been in StarCraft II since it's debut in 2008, so Blizzard are clearly committed to it.
shindigs
Profile Blog Joined May 2009
United States4795 Posts
March 02 2010 19:35 GMT
#9
I think Zerg has a slightly different feel, but they still stay true to the swarm play-style.

I think the reason why roaches are being widely used is because they are so versatile, but in the future as more standard plays become established they'll fall into another niche like all the other units.

When I play against Protoss, I try to avoid mass roach because for me it essentially becomes an all-in before immortals.
Photographer@shindags || twitch.tv/shindigs
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
March 02 2010 19:44 GMT
#10
God damn it took me a long time trying to figure out what Tewaking meant. Haha.

I definitely agree with the better zerg caster unit, so far nothing even comes close to a defiler.
Retvrn to Forvms
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