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Newb tries to go fast Brood Lords... essay on Zerg

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lockjaw
Profile Joined July 2010
4 Posts
August 04 2010 18:07 GMT
#1
Hey everyone,

First post on TL. I personally play Terran (Gold level), but after watching hundreds of VODs and playing many games (in one case I almost beat my buddy who is a platinum Zerg), I have to admit that TvZ is my easiest matchup (TvT hardest).

I have played Zerg a lot because I'm intrigued. I didn't do as well for the most part. Here are my theories (a newbie's perspective) on why Zerg players might have a hard time. There is a tl;dr at the bottom for those not interested in my explanations.

1. One building per unit.

This is by far the most challenging aspect of playing Zerg.

Zerg has 9 total offensive units (not counting the Queen). Each unit requires it's own structure: Zerglings need Spawning Pool, Banelings need Banelings Nest, etc. While I agree with Greater Spire and Ultralisk Cavern, I don't agree with Hydra Den, Roach Warren, and Banelings Nest. If they could be combined (call it Queen of Blades Slave Warren or something), it would make it more on par with other races. Also, if your Greater Spire is destroyed, you can't make any air units. But (as a Terran), if your Fusion Core is destroyed, you can continue churning out units that aren't Battlecruisers (not as crippled).

Protoss and Terran have 12 total offensive units. For Terrans, there are just 3 production buildings. With tech labs on those, you can churn out anything except Ghosts and Battlecruisers (which require their own tech).

I don't know much about Protoss, but I guess they have some specific tech structures such as Dark Shrine, Templar Archives, and Fleet Beacon which seems on par with how much a Terran needs to build.

I'm not suggesting just design all races the same way, I'm just explaining that if 2 races can switch up their offense quickly, Zerg should be able to as well.

2. Hatcheries don't spawn enough larva/Queen does not autoinject.

Think about it - SCVs can autorepair (right click repair icon) and Carriers can autoreplenish interceptors. I realize this design might be because they want Zerg players to do something at their base (a la Mules and Chrono Boost), but I feel like at lower levels of play (bronze/silver/gold), mules and chrono are almost optional (especially midgame and beyond). Inject larva is not. Even at higher levels, you can see T players drop 8 mules after micro'ing a large battle. They can catch up instantly, but a Zerg Queen can only inject once per hatch (and wait).

3. Mass heal units on field

There are theories out there that Infestors should have an AOE heal. I agree completely. Terrans have SCVs and MedVacs, Protoss shields regenerate fast for ALL units away from battle. With the exception of burrowed Roaches, Zergs have nothing to mass heal up quickly. Transfusion per unit is a joke.

4. Complicated Tech.

When I first played Zerg (it was a fun 3v3), I wanted to go "fast" Brood Lords. Didn't happen.

Just compare the tech for a Brood Lord:

Spawning Pool, Lair, Spire, Infestation Pit, Hive, Greater Spire, Corruptor -> Brood Lord

versus tech for a Battlecruiser:

Barracks, Factory, Starport, Fusion Core -> Battlecruiser

versus tech for a Carrier:

Gate, Cyber Core, Stargate, Fleet Beacon -> Carrier


I realize it might work out perfectly in terms of damage/minerals/gas/time required to get to that level of tech. But holy fucking nuclear engineer, is it complicated or what.

tl; dr:
Zerg is weak for these reasons:
1. Possibly combine hydra den, roach warren, and banelings nest and call the Queen of Blades Slave Warren
2. Hatcheries should spit more than 1 larva per time unit or house more than 3 larva
3. Have a way to mass heal Zerg units (other than burrowed roaches) as fast as protoss shields regeneration or medvac/scv repair.
4. Teching up for Zerg requires a PhD (Brood Lord vs. Battlecruiser).
+ Show Spoiler +
5. Allow Zerg to build hybrids (a la campaign).
michaelthe
Profile Joined February 2010
United States359 Posts
August 04 2010 18:09 GMT
#2
is this a troll?

User was warned for this post
McCain
Profile Blog Joined February 2010
United States187 Posts
August 04 2010 18:10 GMT
#3
On August 05 2010 03:09 michaelthe wrote:
is this a troll?

No, he put too much effort into it.
DrBoo
Profile Joined April 2010
Canada1177 Posts
August 04 2010 18:11 GMT
#4
I agree that zerg has longer to tech then other races but that's bout all I agree with in this post (platinum player if anyone cares)
"DrBoo is an elaborate troll" -Pufftrees
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
August 04 2010 18:12 GMT
#5
naw i think its a troll

User was warned for this post
Hogie
Profile Joined June 2010
Canada40 Posts
August 04 2010 18:13 GMT
#6
This has to be a troll.....

While we are at it though... lets make spawning pool morph in to a greater spawning pool (only requires a spawning pool to morph) that lets you build every unit for the same price as zerglings and each cocoon is 2 units and .5 supply
Bob300
Profile Joined April 2010
United States505 Posts
August 04 2010 18:14 GMT
#7
On August 05 2010 03:12 t3tsubo wrote:
naw i think its a troll

Or someone who doesn't play sc1 or sc2 alot.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
Snowfield
Profile Blog Joined April 2010
1289 Posts
August 04 2010 18:14 GMT
#8
I'm sorry, but you wouldn't know balance.
xenocide.psv
Profile Joined May 2010
United States25 Posts
August 04 2010 18:15 GMT
#9
I love the Forum mindset;

Someone has a difference of opinion, they must be a troll...
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
Last Edited: 2010-08-04 18:16:05
August 04 2010 18:15 GMT
#10
just in case it's not a troll:

"
When I first played Zerg (it was a fun 3v3), I wanted to go "fast" Brood Lords. Didn't happen.

Just compare the tech for a Brood Lord:

Spawning Pool, Lair, Spire, Infestation Pit, Hive, Greater Spire, Corruptor -> Brood Lord

versus tech for a Battlecruiser:

Barracks, Factory, Starport, Fusion Core -> Battlecruiser

versus tech for a Carrier:

Gate, Cyber Core, Stargate, Fleet Beacon -> Carrier
"

Zerg only need one building. The Terran/Protoss would be building multiple barracks/factories/gates/stargates etc.
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
August 04 2010 18:16 GMT
#11
Why so negative? I think he has some what of a point. As a Zerg player this has never bothered me, but now I'm reading about it seems a bit odd indeed. However I don't think Z is imbalanced, and therefore so no need for a change.
We know nothing.
michaelthe
Profile Joined February 2010
United States359 Posts
August 04 2010 18:16 GMT
#12
On August 05 2010 03:15 xenocide.psv wrote:
I love the Forum mindset;

Someone has a difference of opinion, they must be a troll...


See #5 in the spoiler tag...
Snowfield
Profile Blog Joined April 2010
1289 Posts
August 04 2010 18:16 GMT
#13
On August 05 2010 03:15 xenocide.psv wrote:
I love the Forum mindset;

Someone has a difference of opinion, they must be a troll...


Starcraft balance is not a matter of opinion.
Apocalyptic
Profile Joined July 2010
United States131 Posts
August 04 2010 18:17 GMT
#14
This thread seems to be bits and pieces taken from multiple other threads I have read in the last few days.

Races have their specific strengths and weaknesses, in Zerg's case it more than makes up for having to build a building for each unit by being able to produce 20 of something whenever it wants (provided you have been spawning larva).
"Some people are like a slinky, not really good for anything but they still manage to bring a smile to your face when you push them down a flight of stairs"
Jameser
Profile Joined July 2010
Sweden951 Posts
August 04 2010 18:19 GMT
#15
wow all I can say is there's a reason you're gold lmao
JinNJuice
Profile Joined June 2010
United States255 Posts
August 04 2010 18:20 GMT
#16
Not everyone is platinum or diamond division guys....respect other people's opinions. And yes, lockjaw's post is an opinion. At least his post was well thought out and he put effort into it, I can't say that much for other threads.
Billyten
Profile Joined October 2009
Canada37 Posts
August 04 2010 18:20 GMT
#17
HAHAHAHAHA!!!!!
If Blizzard comes with the auto injecte larva for queen...... as a zerg player..... i'm quiting zerg to play toss....

That is what (in my opinion) makes a good zerg player... managing larva, being able spawn a whole army in 1 min...

Don't know where your going with this thread!!!!????
Quebec!!!
tomc
Profile Blog Joined July 2010
United States84 Posts
August 04 2010 18:20 GMT
#18
I'm a zerg player as well but this seems like waaay to much to "balance" zerg better.

Though I think broodlords take a long time to get as far as teching goes, but they're incredibly strong, and if they were much easier to get, mid to late game would become even more ridiculous.

I don't think hydra nest, roach warren, and baneling nest should be combined either. Zerg tech switching is as fast as making 1 building. Combining them would stagnate scouting zerg players because they would obviously always get this structure. Choosing between a spire and hydra den early lair makes a bit difference in how the game goes, and I'd imagine it would do the same for roach/baneling "den". Scouting a roach warren is important.

Inject is strong enough. Queens in general make zerg a bit more loopy, as you need to keep up with multiple injections and creep tumors, but if you make it to 200 food you can still keep injecting to make more larvae for reinforcements behind your army, giving you an incredibly high "unit count" as far as creation and reinforcing is concerned. Imagine going from 200/200 to 150/200 after a fight, then the zerg is back up to max in 30 seconds (sans broodlords in lieu of corrupters).

Infestors mass healing doesn't sound right either. Infesting zergling with health? We already have queens if we _must_ have healing out there. I would say that an ultra with a transfusing queen or two is really deadly if you have the patience for it.
tomeeeo.506 @ SC2
KillerPlague
Profile Joined June 2010
United States1386 Posts
August 04 2010 18:20 GMT
#19
lololol @ the first few posts. but to the OP only unlock what units you will use. dont spam buildings for the hell of it and queen larva inject separates the good players from the gold players =P
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Reaper9
Profile Joined January 2010
United States1724 Posts
August 04 2010 18:21 GMT
#20
I just think he has a difference in opinion on the race, being that people newer to the game of Starcraft might find things a bit imbalanced. It is true that the inject larvae may take a bit to get used to (not using it fast enough), but once you get the rhythm down, it is really versatile.
I post only when my brain works.
Noak3
Profile Blog Joined May 2010
United States236 Posts
August 04 2010 18:21 GMT
#21
I stopped reading and laughed my ass off when he suggested for queens to auto-inject larva.
Love and be kind in the face of adversity. If you stand up for others, they will stand up for you.
sammler
Profile Blog Joined June 2010
United Kingdom381 Posts
August 04 2010 18:22 GMT
#22
Can we just not use the word troll ever, ever again.
"I wish I was good enough to be called bad by IdrA." - Moa
RedSword
Profile Joined July 2010
Canada53 Posts
August 04 2010 18:22 GMT
#23
That is what makes zerg interesting... It's simple...

If you wanna do a 3 races-need building you can always go play warcraft 3.

The point of starcraft 2 is to not have three same race.

=win
xenocide.psv
Profile Joined May 2010
United States25 Posts
August 04 2010 18:23 GMT
#24
On August 05 2010 03:16 Snowfield wrote:
Starcraft balance is not a matter of opinion.


Well you must be a developer then, with such an authoritative mindset. There will always be varying opinions on balance, but from what I see, finding replays of Top Notch Zerg players winning is increasingly difficult, and there are no less than twice as many Terran and something like 50% more Toss players. Denying that Zerg is a little underpowered at the moment is essentially ignorance. Although he might not have the magic solution, the fact that it takes significantly longer for Zerg players to get to Tier3 is in fact a balance issue.
nam nam
Profile Joined June 2010
Sweden4672 Posts
August 04 2010 18:23 GMT
#25
On August 05 2010 03:16 Snowfield wrote:
Show nested quote +
On August 05 2010 03:15 xenocide.psv wrote:
I love the Forum mindset;

Someone has a difference of opinion, they must be a troll...


Starcraft balance is not a matter of opinion.


It isn't?
oxxo
Profile Joined February 2010
988 Posts
August 04 2010 18:25 GMT
#26
On August 05 2010 03:23 xenocide.psv wrote:
Show nested quote +
On August 05 2010 03:16 Snowfield wrote:
Starcraft balance is not a matter of opinion.


Well you must be a developer then, with such an authoritative mindset. There will always be varying opinions on balance, but from what I see, finding replays of Top Notch Zerg players winning is increasingly difficult, and there are no less than twice as many Terran and something like 50% more Toss players. Denying that Zerg is a little underpowered at the moment is essentially ignorance. Although he might not have the magic solution, the fact that it takes significantly longer for Zerg players to get to Tier3 is in fact a balance issue.


And the fact that Z can tech switch instantly due to larva isn't?

Get over it. It's part of the race.
JinNJuice
Profile Joined June 2010
United States255 Posts
August 04 2010 18:26 GMT
#27
On August 05 2010 03:20 KillerPlague wrote:
lololol @ the first few posts. but to the OP only unlock what units you will use. dont spam buildings for the hell of it and queen larva inject separates the good players from the gold players =P


lol hey i inject larva/spread creep over the whole map/etc etc and im in gold. although i'm not too sure why. I went 4-1 in placement matches and im like 11-3 right now in my division, ranked 15th or something
tomc
Profile Blog Joined July 2010
United States84 Posts
August 04 2010 18:27 GMT
#28
I'd like to see spire creation time go down slightly, personally. As much as I love the Hydra Den, air just seems more plausible vs most stuff I lose to.
tomeeeo.506 @ SC2
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 04 2010 18:28 GMT
#29
On August 05 2010 03:22 sammler wrote:
Can we just not use the word troll ever, ever again.


If people like the OP would stop posting sure.

User was warned for this post
"You people need to just generally care a lot less about everything." -Zatic
JinNJuice
Profile Joined June 2010
United States255 Posts
August 04 2010 18:28 GMT
#30
On August 05 2010 03:28 Backpack wrote:
Show nested quote +
On August 05 2010 03:22 sammler wrote:
Can we just not use the word troll ever, ever again.


If people like the OP would stop posting sure.


If you think OP was a troll, then you clearly don't know what a troll is.
xenocide.psv
Profile Joined May 2010
United States25 Posts
August 04 2010 18:29 GMT
#31
On August 05 2010 03:25 oxxo wrote:

And the fact that Z can tech switch instantly due to larva isn't?

Get over it. It's part of the race.


So apparently being "part of the race" trumps balance as well? What exactly does decide balance for you people? If the developers suggested half of the ideas on forums I guarantee half the community would jump on it like dogs in heat, but when it's just some regular user it's blasphemy! I think we should just agree to disagree since all the Terran players will point out 1 tiny detail that on paper counters them and continue to beat Z 75% of the time in-game.
naonao
Profile Blog Joined November 2008
United States847 Posts
August 04 2010 18:31 GMT
#32
1. Zerg only has 1 production building so once they have their tech they can easily mass produce the unit. Terran and Protoss need seperate production facilities to build different units. A zerg transitioning from ground to air only needs to build a spire then can churn out mutas/corrupters/broodlords whereas if a protoss or terran wants to transition into mass air they need to build many starports or stargates to match the production

2.You can just build more hatcheries for more larva. Players seem to think that with the addition of the queen, building hatcheries for larva is bad whereas it is a good alternative for lower ranked players who aren't very adept at larva inject

3.Zerg units aren't made to be durable like protoss units and to some extent terran units. Zerg relies on mass numbers and their units are expendable while protoss relies on a smaller number of stronger units. Terran has to expend resources on their healing which can be sniped. Plus all the races are mean't to play out differently, so how they recover hp is accounted for also.

4. You forgot to add techlab to terran, so it takes zerg 6 tech buildings, terran 5 tech buildings, and 4 tech buildings for protoss. This seems alright to me since protoss are the most advanced, and zerg the least advanced in terms of lore so it makes sense zerg has to work harder to get advanced units. The fact that corrupters turn into broodlords may make it a bit mroe complicated, but it also allows you to start production of broodlords before your greater spire is completed since you can still build corrupters. Also you have to keep in mind what I said for #1, you only need hatcheries to mass produce broodlords but terran/protoss need to mass stargates/starports.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 04 2010 18:31 GMT
#33
On August 05 2010 03:28 JinNJuice wrote:
Show nested quote +
On August 05 2010 03:28 Backpack wrote:
On August 05 2010 03:22 sammler wrote:
Can we just not use the word troll ever, ever again.


If people like the OP would stop posting sure.


If you think OP was a troll, then you clearly don't know what a troll is.

he's either a troll or an idiot, either way he should stop posting
"You people need to just generally care a lot less about everything." -Zatic
Harem
Profile Joined November 2007
United States11393 Posts
August 04 2010 18:31 GMT
#34
Bad theorycraft and discussion/analysis of zerg
Moderator。◕‿◕。
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