The Zergling is now...useless? - Page 2
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Razamataz
Canada135 Posts
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Maenander
Germany4926 Posts
On March 12 2010 06:49 BlasiuS wrote: No. In SC1, zerglings had cooldown of 8 normally, and 6 with adrenal glands upgrade. That's a 25% boost in attack speed. Actually you need to inverse the cooldown (and maybe add the time the animation takes?) to get what I would call "attack speed", so your percentage is off (33% increase if one neglects the animation). Yeah, I felt like nitpicking ![]() | ||
Piousflea
United States259 Posts
Zerglings get eaten by anti-zergling counters like Hellions and Colossus but that's expected. The only time zerglings feel weak is when going head-to-head with zealots pre-Crack upgrade. That's what banelings are for. Even though the crack upgrade is only 20%, it is enough of a difference to allow lategame zerglings to beat equal-supply zealots. | ||
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Mystlord
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United States10264 Posts
Ok they suck in ZvZ. But Lings are far from useless. | ||
sLiniss
United States849 Posts
Great for scouts and defense until tech/roaches. | ||
red.venom
United States4651 Posts
Another big issue is that no one is going to upgrade melee attack when all your money in the mid/early late game is going to a roach/hydra/muta/brood lord army and there are a lot of armored units now. Makes it kinda hard to switch to ultra/ling late in the game | ||
FREEloss_ca
Canada603 Posts
As far as ZvT goes, I have no idea what I'm doing. I build as many creep tumors as I can and try to build a ling/baneling army but it's never enough. I'm not sure when to cut drones and when to power; I'm either struggling for minerals and can't get a big enough army, or I powered too much and my army is still too small by the time T arrives on my doorstep. I just feel that versatility the zergling once had is non-existent due to so many hard counters. | ||
APurpleCow
United States1372 Posts
I use tons of zerglings to hold off early Protoss pushes. The only things that pure zerglings can't stop very well are 2-3 gate early aggression and +1 zealots. Banelings+Zerglings are my early army vs Terran. They do seem pretty useless in ZvZ though. | ||
Cyclon
United States99 Posts
It also still hurts like hell to get a good flank and surround on any enemy grouping. Even if they seem to be less effective then in SC1, the better pathing ability lets you do horrible, horrible things with a control group that only costs you 500 minerals. I would also point out the obvious scouting and harassment abilities of a unit that costs 25 minerals and runs fast as hell, but I don't want to insult your intelligence with something so obvious, and figured you were referring strictly to straight up battles. | ||
mista_sox
Australia6 Posts
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lololol
5198 Posts
On March 12 2010 08:09 Maenander wrote: Actually you need to inverse the cooldown (and maybe add the time the animation takes?) to get what I would call "attack speed", so your percentage is off (33% increase if one neglects the animation). Yeah, I felt like nitpicking ![]() The animation is "inside" the cooldown, there's no additional time between attacks. The attack speed(and subsequentually DPS) bonus is 33.(3)%, as you said. | ||
cartoon]x
United States606 Posts
On March 12 2010 06:27 Kinky wrote: I don't have much experience as Zerg, but it sounds like mutaling would be a good unit composition against Protoss. Zerglings > Stalkers/Sentries and mutas should be able to handle phoenixes well. The only problem seems to be HT. Of course, this is just all theorycrafting. I've never tested this or heard of anyone doing it yet. You can dodge storm, too. This strat can be pretty powerful. | ||
mondry
United States40 Posts
For me though, it seems like lings are effective while the numbers for each side are relatively low, Like lings vs marauders. I feel like once a decent ranged ball of units builds up they actually are pretty useless though. Or a couple well placed force fields and then my lings went from having the possibility to do big damage to doing practically no damage. I think lings are ENTIRELY useless when it comes to getting early game pressure / worker harras though. In ZvZ because of the queen 6 lings will do nothing to workers + queen and if you have 2 roaches you better have 10+ lings for each one. PvZ well protoss can block their ramps now with buildings, useless. TvZ, well they can still block, useless. Where I've found lings being succesful though is in a small minority of the army composition to be fodder for my better units and a quick reinforcer mid fight. Like in zvp if my lings can eat 3 shots from a colossus off my hydras that's a big difference then just having like 2-3 extra hydras and no lings. Same thing with muta /ling against stalker / sentry, assuming a force field doesn't change every thing. | ||
Kennigit
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Canada19447 Posts
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