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Active: 537 users

The Zergling is now...useless? - Page 2

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Razamataz
Profile Joined October 2007
Canada135 Posts
March 11 2010 23:03 GMT
#21
Roaches will never replace zerglings in my arsenal. Zerglings are still a great unit in my opinion; as well as being extremely good for their cost. I feel like this is especially the case because gas is an even more precious resource in sc2.
Maenander
Profile Joined November 2002
Germany4926 Posts
March 11 2010 23:09 GMT
#22
On March 12 2010 06:49 BlasiuS wrote:
Show nested quote +
On March 12 2010 06:31 da_head wrote:
they really need to change the crack upgrade. in sc1, it provided the lings with a 100% attack speed boost. now its only 20%. i'm sure this will be addressed. also roaches r pretty overpowered atm. after they'll be nerfed, lings will regain some of their utility


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
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-03-11 23:16:13
March 11 2010 23:15 GMT
#23
Zerglings are absolutely amazing in SC2. For one, they don't cost any gas, and you usually have WAY more minerals than gas in SC2. Autosurround makes them very powerful despite the greatly nerfed attack speed from SC1. Anti-armored units like Marauders, Thors and Immortals get absolutely destroyed by zerglings.

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.
Seek, behold, and reveal the truth
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 11 2010 23:16 GMT
#24
Zerglings are awesome. Zergling/Baneling in ZvT, Zergling/Roach/Baneling and later Mutas in ZvP...

Ok they suck in ZvZ.

But Lings are far from useless.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
sLiniss
Profile Blog Joined May 2009
United States849 Posts
March 11 2010 23:20 GMT
#25
Lings are fine, they just need to be micro'd or else they will fail against everything.

Great for scouts and defense until tech/roaches.
red.venom
Profile Joined October 2002
United States4651 Posts
March 11 2010 23:24 GMT
#26
I think they have so much less usefulness now. I don't believe they are bad or overpowered but the time to use them is very situational and in many cases I believe Starcraft 2 is a game where melee units(Zeal, ling, archon) don't really have a place. Other than zeal/ling being gasless of course.

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
Broom
FREEloss_ca
Profile Blog Joined December 2008
Canada603 Posts
Last Edited: 2010-03-11 23:35:42
March 11 2010 23:34 GMT
#27
In ZvP I get a handful of lings at the start to scout, but other than that, I'm going straight to lair and getting roaches and hydras; hydras to take out immortals and colossus and roaches for sentries, stalkers and zealots. The only time when lings are thrown in the mix is when I have extra minerals and no gas.

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.
"Starcraft...It just echos brilliance and manliness." - Tasteless
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
March 11 2010 23:38 GMT
#28
=S

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
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-03-11 23:50:52
March 11 2010 23:45 GMT
#29
You almost always have more minerals then gas past the early game. This means that zerglings, being the only non-gas unit, can't possibly hurt to make as just extra units.

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
Profile Joined February 2010
Australia6 Posts
March 11 2010 23:52 GMT
#30
From the perspective of someone without the beta who only watches platinum games, zerglings seem rarely used other than the initial 2-6, as they are superseded by roaches and hydras really quick. I appreciate that there are people who use them, but the starcraft2 media is not showing this.
lololol
Profile Joined February 2006
5198 Posts
March 12 2010 00:00 GMT
#31
On March 12 2010 08:09 Maenander wrote:
Show nested quote +
On March 12 2010 06:49 BlasiuS wrote:
On March 12 2010 06:31 da_head wrote:
they really need to change the crack upgrade. in sc1, it provided the lings with a 100% attack speed boost. now its only 20%. i'm sure this will be addressed. also roaches r pretty overpowered atm. after they'll be nerfed, lings will regain some of their utility


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


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.
I'll call Nada.
cartoon]x
Profile Joined March 2010
United States606 Posts
March 12 2010 00:32 GMT
#32
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.
It is not enough to conquer; one must learn to seduce.
mondry
Profile Joined March 2010
United States40 Posts
March 12 2010 02:51 GMT
#33
I agree with a previous poster about how you can't use lings the same was as in sc1.

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 *
Profile Blog Joined October 2006
Canada19447 Posts
March 12 2010 03:00 GMT
#34
Too much stupidity here. Also general point - stop PMing me when your thread gets closed please. We are cleaning this joint up.
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