Zerg ideas - Page 2
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Endrick
United States14 Posts
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HowardRoark
1146 Posts
What I would like is the Queen as an offensive tier 2 or 3 unit for Zerg, that would give them one more unit, since now Queen is only a mobile macro mechanic. Perhaps the queen could be upgraded in hive to do some splash healing or something, so she could accompany the army when it is moving out. Of course the game would be terribly imbalanced after these additions, but I could not care less, since now Zerg are so badly broken anyway in terms of design. Having to re-balance the whole game is the least problem Blizzard have right now; priority one SHOULD be to have 3 playable races. Edit: Noticed Khanz already posted the queen idea before me. | ||
BladeRunner
United States407 Posts
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TobZero
Germany493 Posts
On April 20 2010 15:34 BladeRunner wrote: delete please first post + "i dont have beta" + but i watched VODs ..... sry for this not so much constructive post but there are already way better threads about Zerg and when you dont actually PLAY the beta just stop make threads like this one. Zira | ||
Rice
United States1332 Posts
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SaetZero
United States855 Posts
On April 20 2010 10:51 astuce wrote: I don't have a beta key, but from the VODs I've seen and from what I've heard, the Zerg seem less fun to play than the other two races. I don't know if these ideas would work, but I thought I'd put them out there. 1. Create an upgrade for zerglings that would allow them to climb cliffs, like reapers and colossi. It would require lair or hive tech. I think it would be amazing to watch a horde of zerglings swarm up a cliff and demolish an enemy base. this would be pretty ridiculous... fun to see but no way would it be fair... thats like zealots having wall hop 2. Have roaches do bonus damage to mechanical, not biological units. This would make them more of a niche unit and would make for greater variety in ZvZ. Against the other races, it seems like it would create a allow role for the baneling, since most biological units are also light. maybe... but honestly there is too much roach hate flying around...a change like this would affect a lot... mainly being you wouldnt need to mass marauder, so then marines do more dps.... bio is stronger. zvp = immortals are not as needed, you can be aggro on the other units, this isnt a good move either.... 3. Move hydras back down to hatchery, reintroduce the lurker aspect upgrade with hive. yes yes we all want lurkers.... does everyone hafta suggest it? and hydras are fine at lair... if they move down, roach is next to useless and lair is lacking... ill welcome a sweet age of sauron mass expand bullshit zerg 4. Remove the dropship upgrade for overlords and make overseers more of a combat spellcaster, with a mind control spell. (Come on, if any unit should have mind control, shouldn't it be an overlord?) This would help limit some of the insane mobility that zerg would gain with cliff jumping zerglings. If overlords had mind control, infestors would have to be changed somewhat, but I'm not sure how exactly. There are plenty of infestor ideas bouncing around on this site, and some of them should work. i dislike a flying mind controler... that would be kinda ridiculous.... take for example a pvz ball before the move out. if it had like.. 3 immortals in it? you can move some seers in.. mc the immortals at range, and ruin their army without a conflict... flight is too strong for mc imo I think these ideas would give zerg some more depth. Hopefully, they are balanceable. Any thoughts? | ||
HwiiyiG
United States25 Posts
Making the roach melee and increasing its movement speed would be really nice, because then they could tank for the Zerglings Except then the now melee roaches would get in the way of the (also) melee zerglings... | ||
Kronologic
Great Britain45 Posts
On April 20 2010 10:51 astuce wrote: ... I only play this game casually so I cant claim to be an expert by any stretch of the imagination, so please take everything I say below with a tablespoon of salt. 1) I have to agree with others, (whilst I am a zerg player an I would love to over-run a base with zerglings this way ) this would be so Overpowered at every point in the game it would be impossible to implement. 2) In principle I think roaches are fine as they are (probably need to be tweaked a few more times, but the concept of the roach in itself is fine, the problem is there are few alternatives other than opening with roaches to counter various enemy pushes) 3)Without trying to sound rude, No & No. If Hydras move town the tech tree then they will have to have further nurfs, which will mean the entire Zerg army will be massively weakened (especially against air) at tech 2 4) In some ways I agree, give the Overlords a greater role in combat. However that being said. No other race has their supply units/buildings on the front lines. There will need to be something to balance the "Role" of the overlord/overseer such that the "losses" do not supply lock the zerg player. ------------------------------------------------------------------------------------------------------ A few people have posted about changes to the queen In terms of the queen. Does she need a bigger role? She is really designed to mince about the base, and her abilities are awesome (imo): * Macro Boost * Heals buildings directly, and units indirectly (spawns creep tumors) * Improves Zerg visibility and scouting (creep tumors again) * Improves Zerg Mobility (you guessed it creep tumors) * 3 range ground attack * 7 range Air attack All for 150 Minerals, I mean what else other than detection and maybe splash damage can we add? So just make sure that you keep on top of your creep tumors. ------------------------------------------------------------------------------------------------------------- What would I change in the Zerg army? The Baneling. I'd allow them tunnel whilst burrowed, that way they would "replace the lurker". In many ways there is a compromise between the lurker an the baneling in this "hypothetical" role. Lurkers were static when burrowed, had a range attack whilst underground and were useless whilst unburrowed. Banelings are useful early/early-mid game whilst unburrowed but only have one attack. This means you "could" build a few banelings, burrow them tunnel over to the base wall, un-burrow explode, then burrow again and head for the mineral line for a great harass (but one time only because a cannon/turret/spore crawler will pop up to detect it in the future) The second great advantage of tunneling is that the banelings would be able to tunnel under the infuriating sentry forcefield walls. This may also complement the Ultras, as everyone seems to complain that the zerglings keep getting in the Ultra's way. Not a problem if they are banelings and underground - Although Gas may be in short supply :dunno: So how would I add this to the tech tree, I'd put it in at techlevel 2 (and keep baneling speed at level 1) | ||
Reptilian
Netherlands31 Posts
Sorry if I'm stealing someone elses idea here, did not read every post in every thread, just trying to add to the discussion. | ||
Lollersauce
United States357 Posts
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Reptilian
Netherlands31 Posts
On April 20 2010 19:42 Lollersauce wrote: Really cheap idea but ultralisk roar that buffs attack speed and/or toughness of all units around him? Maybe just melee units which would suffice to make late zerglings not bad? Exactly! something like that. Could create some interesting strategies I would think. | ||
HTX
Germany265 Posts
Cliff jumping zerglings are maybe balanced as long as they slide from high to low ground and not jump to high ground. | ||
Koffiegast
Netherlands346 Posts
On April 20 2010 10:55 NoNoNoNoNyoron wrote: You can't seriously expect to balance cliff-climbing zerglings. Reapers and colossi are okay because they are hardly massable or are very expensive. You get 80 lings in an army and if they could bypass any choke to get into the main, there is nothing you can do to stop it. Hydras are now extremely powerful, to move them to Hatchery tech, you'd need to nerf them heavily. Lurkers are probably not going to be introduced, as they aren't mentioned in lore. If hydras are extremely powerful, what about marauder? | ||
Rising_Phoenix
United States370 Posts
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NoxFr
France13 Posts
You don't want to use new features in SC2 ?? They've been developping the game for a long time, they can create a new unit or new spels for casters... | ||
Plexa
Aotearoa39261 Posts
Maybe I'm just dreaming... | ||
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