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Small Zerg Buff Idea

Blogs > Ndugu
Post a Reply
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-19 03:45:53
August 19 2010 03:39 GMT
#1
Okay.

It seems to me Zerg has a problem early game. My tiny, tiny balance change would be as follows:

Queen
• Build time decreased to 30 seconds, down from 50.
• Now spawns with 15 energy, down from 25.

My numbers are close to accurate. I didn't feel like doing exact math. The goal of this is that from when you queue a queen to when you cast spawn larva takes exactly the same amount of time, but you get your actual queen 20 seconds faster. (I don't want that faster Queen to enhance some kind of ling/roach all-in. I'm trying to leave the tiniest balance footprint possible in suggesting a fix.)

The faster queen makes it easier to deal with some varieties of early aggression. Also, you are potentially able to get lair 20 seconds faster, assuming you were being limited by the build time of your Queen. And finally, it makes losing a Queen to early game aggression 2/5ths less painful. Losing a Queen early might not be a GG by itself, but getting the lair a solid 50 seconds late because you decide to wait for another Queen rather than fast lair very well may be. This would help alleviate that.

It would significantly buff early game Zerg against air. Not really something I feel is entirely necessary, since Queens are already so mighty for cost that air-rushing a Zerg who hasn't managed to tech can still sometimes be worthless. I also fear that the potential for 1-base Zerg to get mutas out 20 seconds faster is a bit scary. I'm not sure its scary enough to be a balance concern, though.

Overall, I feel that Zerg early game is fragile, thats the only word for it. Between having to balance drones between units, between having to use Queens both as a defensive unit, despite their death meaning 50% less production... one small misstep means a dead Zerg. This change would very, very slightly make life easier on the poor Zergs.

Obviously I don't think this is the only balance change necessary in the whole wide world. Just a small push in the right direction.

Discuss.

*
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
August 19 2010 03:54 GMT
#2
This sounds pretty reasonable to me, but then again im a zerg so there might be some bias and i'm forgetting some serious implications this might have ^_^
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
August 19 2010 04:19 GMT
#3
reasonable buff. i play zerg and it would help against early air and cheeses. though your analogy about getting spire 20 seconds faster is a bit false.

think to build a spire you need lair and 200/200 minerals and gas.

just because you get to lair 20 seconds faster doesnt mean you get the 200 gas any faster.
and again you wouldnt get to lair 20 seconds faster any way, just because your queen is out faster doesnt mean you'll always have the 100 gas 150 minerals straight away to get to lair, considering these days you need to get ling speed queen and 6 lings incase of early pressure. and if pressure is coming another set of lings or a spine or two.

so a buff like this isnt so much to tech faster but will help rebounding from attacks and early pressure. AND helping early expand buids alot with 2 queens out in potentially the same time as one. might bring that shift to the zerg early game that is needed.
Forever ZeNEX.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
August 19 2010 04:23 GMT
#4
This would ruin Protoss air openings against Zerg

I would be a sad panda.
My strategy is to fork people.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2010-08-19 04:28:31
August 19 2010 04:27 GMT
#5
On August 19 2010 13:23 Severedevil wrote:
This would ruin Protoss air openings against Zerg

I would be a sad panda.

by air "openings" you mean making 1-2 voidrays to rape thier base
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 19 2010 04:27 GMT
#6
i think 30s might be too short. 40s would be fine. 30s would essentially allow you to pop 2 queens in the time of one (10 seconds is really nothing on fastest). zerg could seriously just pump queens until lair and be okay thanks to transfusion.
starleague forever
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 19 2010 04:29 GMT
#7
On August 19 2010 13:27 a176 wrote:
i think 30s might be too short. 40s would be fine. 30s would essentially allow you to pop 2 queens in the time of one (10 seconds is really nothing on fastest). zerg could seriously just pump queens until lair and be okay thanks to transfusion.


Thats true. I think that is why its very possibly to even think of how to fix Zerg early game-- every small change can have such a HUGE domino effect. Now that I think about it, this might have a hilarious effect on ZvZ.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
August 19 2010 04:30 GMT
#8
On August 19 2010 13:27 Tabbris wrote:
Show nested quote +
On August 19 2010 13:23 Severedevil wrote:
This would ruin Protoss air openings against Zerg

I would be a sad panda.

by air "openings" you mean making 1-2 voidrays to rape thier base

No, but any Zerg bad enough to lose to 1-2 voidrays should lose to 1-2 voidrays.
My strategy is to fork people.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2010-08-19 04:33:06
August 19 2010 04:31 GMT
#9
On August 19 2010 13:30 Severedevil wrote:
Show nested quote +
On August 19 2010 13:27 Tabbris wrote:
On August 19 2010 13:23 Severedevil wrote:
This would ruin Protoss air openings against Zerg

I would be a sad panda.

by air "openings" you mean making 1-2 voidrays to rape thier base

No, but any Zerg bad enough to lose to 1-2 voidrays should lose to 1-2 voidrays.

but 1 base phoenix is awful against zerg :/. i find it only useful in pvt and "some" pvp
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2010-08-19 04:38:00
August 19 2010 04:36 GMT
#10
I found 1 base Pheonix very effective against Zerg back in the beta. (I don't own SC2.) I would go 1 gate 1 stargate --> Phoenix w/+1 air and a mainly zealot ground army. Usually I would bring in the ground force around the time of my fourth Phoenix, if the Zerg didn't have adequate anti-ground, and I would expand.

You lift and kill the hydralisk as they spawn.

Anyways, I'd rather see Zerg get a better response way to control the map against hellions.
My strategy is to fork people.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
August 19 2010 04:45 GMT
#11
On August 19 2010 13:36 Severedevil wrote:
I found 1 base Pheonix very effective against Zerg back in the beta. (I don't own SC2.) I would go 1 gate 1 stargate --> Phoenix w/+1 air and a mainly zealot ground army. Usually I would bring in the ground force around the time of my fourth Phoenix, if the Zerg didn't have adequate anti-ground, and I would expand.

You lift and kill the hydralisk as they spawn.

Anyways, I'd rather see Zerg get a better response way to control the map against hellions.

yeah but a roach opening would crush it :/
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
August 19 2010 04:51 GMT
#12
On August 19 2010 13:45 Tabbris wrote:
Show nested quote +
On August 19 2010 13:36 Severedevil wrote:
I found 1 base Pheonix very effective against Zerg back in the beta. (I don't own SC2.) I would go 1 gate 1 stargate --> Phoenix w/+1 air and a mainly zealot ground army. Usually I would bring in the ground force around the time of my fourth Phoenix, if the Zerg didn't have adequate anti-ground, and I would expand.

You lift and kill the hydralisk as they spawn.

Anyways, I'd rather see Zerg get a better response way to control the map against hellions.

yeah but a roach opening would crush it :/

...

If I misread a roach rush as a 2 base lair, I deserve to be destroyed.
My strategy is to fork people.
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 19 2010 05:14 GMT
#13
On August 19 2010 13:29 Ndugu wrote:
Show nested quote +
On August 19 2010 13:27 a176 wrote:
i think 30s might be too short. 40s would be fine. 30s would essentially allow you to pop 2 queens in the time of one (10 seconds is really nothing on fastest). zerg could seriously just pump queens until lair and be okay thanks to transfusion.


Thats true. I think that is why its very possibly to even think of how to fix Zerg early game-- every small change can have such a HUGE domino effect. Now that I think about it, this might have a hilarious effect on ZvZ.


zerglings and banelings will rape queens no matter how many you have ...
starleague forever
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2010-08-19 06:00:09
August 19 2010 05:58 GMT
#14
On August 19 2010 13:51 Severedevil wrote:
Show nested quote +
On August 19 2010 13:45 Tabbris wrote:
On August 19 2010 13:36 Severedevil wrote:
I found 1 base Pheonix very effective against Zerg back in the beta. (I don't own SC2.) I would go 1 gate 1 stargate --> Phoenix w/+1 air and a mainly zealot ground army. Usually I would bring in the ground force around the time of my fourth Phoenix, if the Zerg didn't have adequate anti-ground, and I would expand.

You lift and kill the hydralisk as they spawn.

Anyways, I'd rather see Zerg get a better response way to control the map against hellions.

yeah but a roach opening would crush it :/

...

If I misread a roach rush as a 2 base lair, I deserve to be destroyed.

Not a roach rush. Some zergs like to build a roach warren incase of early pressure/giving them a option to switch to roaches . They dont always make roaches tho. So say they went 2 base. The stargate is generally timed when lair is starting or around 25% done if it was very fast. They could easily cancel the lair and go roaches if they scout it, And with ovis that wont be hard. then your stuck with 1-2 gates having to pump stalkers causeing a gas conflict. the zerg is clearly ahead in that situation even if you dont lose the game from it
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