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The problem with Zerg control - Page 2

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AtlasMech
Profile Joined September 2010
United States105 Posts
September 16 2010 17:30 GMT
#21

What about the factor of drone sacrifice, and the consequence of having to share the larvae with all warrior INCLUDING the drone, and INCLUDING the overlord?

Have you considered that?
Heaven is a day dream, Hell is a nightmare
Antiochus
Profile Joined March 2010
Canada548 Posts
Last Edited: 2010-09-16 18:05:10
September 16 2010 17:33 GMT
#22
So against my better judgement I read both of your gigantic posts hoping that maybe it would seem less disjointed and make more sense if I read the whole thing. You wrote a massive wall of text where every other line is a new thought just to say tell us that you think Zerg supply should work just like Protoss and Terran supply. Please learn to condense your thoughts into a single paragraph next time.

Edit: Managing larva is what makes playing Zerg interesting as it can be an advantage or disadvantage depending on how good you are.

Edit2:spelling/grammer
All play and no work makes Jack unemployed.
Kappuru
Profile Joined August 2010
United States14 Posts
September 16 2010 17:35 GMT
#23
On September 17 2010 02:21 AtlasMech wrote:
It's interesting how people act like terran and protoss didn't recieve buffs as well.

Crono boost, mule, reactor....

What use is more larvae, if there is a root problem with control balance?


Because you're missing the entire point of the Zerg race.

They can produce any unit from the hatchery, allowing tech switches and massive production of one unit with critical mass.

Protoss/Terran need to build 5-6 barracks / warpgates.

Honestly, you're acting like you have some deep understanding of the game but this is just (really) bad theorycrafting.
"DON'T PANIC."
AtlasMech
Profile Joined September 2010
United States105 Posts
Last Edited: 2010-09-16 17:39:01
September 16 2010 17:38 GMT
#24
To antiochus:

Not at all, you are distorting my argument.

Blizzard has done a lot of role mixing between units and structures in order to better balance the game.

The spawning pool is not an overlord, and I totally agree with you that zerg should not be able to just make pools the whole game instead of the overlord.

But the point still stands and is strong that the pool should atleast be worth 8 food to balance the values, and second, to fulfill a unique enough role.

Heaven is a day dream, Hell is a nightmare
figq
Profile Blog Joined May 2010
12519 Posts
September 16 2010 17:46 GMT
#25
On September 17 2010 00:23 AtlasMech wrote:
When it comes to complaints about zerg from the public, I keep running in to the same thing time and time again.

Why does zerg only have 1 building(The spawning pool) which after destroyed, disables all basic warrior production (Zergling), while terran and protoss have many, and usually many more barrack
and gateway then their other offensive unit producers?
Interesting; and here I was thinking about hatch-over-queen strats that sacrifice the spawning pool in offense, just so you can barely use it to start a lair, and then forget about it. I'm not saying it just for the sake of argument. Simply noting that spawning pool in some tech-strats could go unused after the first few minutes.

I appreciate the suggestions here, but also think this would make the races more similar than they are now. Instead, I would prefer them to be more different. For example, the Protoss food structures / units could be very different from the other 2 races, that would be nice.
If you stand next to my head, you can hear the ocean. - Day[9]
AtlasMech
Profile Joined September 2010
United States105 Posts
Last Edited: 2010-09-16 17:59:42
September 16 2010 17:56 GMT
#26
Remember figq all the races still deal with the same factors

control, health recovery etc. etc.

If the pool was worth 8 food, zerg would never make more just for more food... they would still make overlord.

It still keeps the races unique, and it is only for that 1 time that zerg make the pool, unless there was some other incentive to make it for another reason.

It makes the pool more unique, as it isn't really thought of as being related to the factor of supply.

I gave my idea in the OP that the pool may be used to saturate the creep with the acidic bio fluid for the sacrifice of 8 food, for a period of time while the pool refills.
Heaven is a day dream, Hell is a nightmare
Najda
Profile Joined June 2010
United States3765 Posts
September 16 2010 17:58 GMT
#27
On September 17 2010 02:38 AtlasMech wrote:
To antiochus:

Not at all, you are distorting my argument.

Blizzard has done a lot of role mixing between units and structures in order to better balance the game.

The spawning pool is not an overlord, and I totally agree with you that zerg should not be able to just make pools the whole game instead of the overlord.

But the point still stands and is strong that the pool should atleast be worth 8 food to balance the values, and second, to fulfill a unique enough role.



Why does the spawning pool need to fit a unique role? You are trying to fix something that isn't broken. Zerg is Zerg, they are not Terran, they are not Protoss. Every race works slightly differently, and thus they have slightly different mechanics.

Also from a balance viewpoint, the ability to get a pool instead of your first overlord would distort the balance of the game. With the ability to skip your first overlord you will be able to expand that much faster, or tech that much faster. The difference would be small (around 20 in game seconds) but 20 seconds can easily change the entire flow of the game. Maybe if you can get that first expansion up 20 second earlier, you would be able to fit a 2nd expo in much quicker, and since you've already made a pool you can also defend it. Introducing this mechanic would require entire re balancing of the game, because it effects the very early game in a large way, creating a massive butterfly effect that would ripple out until the latest stages of the game.
Antiochus
Profile Joined March 2010
Canada548 Posts
September 16 2010 18:00 GMT
#28
On September 17 2010 02:38 AtlasMech wrote:
To antiochus:

Not at all, you are distorting my argument.

Blizzard has done a lot of role mixing between units and structures in order to better balance the game.

The spawning pool is not an overlord, and I totally agree with you that zerg should not be able to just make pools the whole game instead of the overlord.

But the point still stands and is strong that the pool should atleast be worth 8 food to balance the values, and second, to fulfill a unique enough role.



Saying your arguement still stands and is strong only works if you have a coherent arguement to begin with. Maybe it all makes sense in your head but I reccomend you organize it better in the future before posting.
All play and no work makes Jack unemployed.
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
September 16 2010 18:02 GMT
#29
On September 17 2010 03:00 Antiochus wrote:
Show nested quote +
On September 17 2010 02:38 AtlasMech wrote:
To antiochus:

Not at all, you are distorting my argument.

Blizzard has done a lot of role mixing between units and structures in order to better balance the game.

The spawning pool is not an overlord, and I totally agree with you that zerg should not be able to just make pools the whole game instead of the overlord.

But the point still stands and is strong that the pool should atleast be worth 8 food to balance the values, and second, to fulfill a unique enough role.



Saying your arguement still stands and is strong only works if you have a coherent arguement to begin with. Maybe it all makes sense in your head but I reccomend you organize it better in the future before posting.


I agree. I actually am quite sad that the OP wasted all this time on this arguement and didn't try to argue about balance or something using the various amounts of resources on Teamliquid and the internet. Why the hell would you make a thread which is just a wall of text that says the same thing over again. Really?

If this is a troll, it's not even funny.
Steven Bonnell II is the friggin man.
theSAiNT
Profile Joined July 2009
United States726 Posts
September 16 2010 18:03 GMT
#30
I (stupidly) read the whole post and have concluded that you are all being trolled.
AtlasMech
Profile Joined September 2010
United States105 Posts
September 16 2010 18:04 GMT
#31

To Najda:

This goes back to the issue of whether zerg expanding first was standard or not.

All it would mean is that standard zerg would be pool, hatch(expo) then lord.

You could actually do this b.o. in the old game in order to be aggressive and ensure position, but obviously the economic consequence to this is overbearing.
Heaven is a day dream, Hell is a nightmare
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 16 2010 18:05 GMT
#32
On September 17 2010 00:38 Flicky wrote:
Show nested quote +
On September 17 2010 00:35 Uranium wrote:
Hatches give 2 food, OVs 8.

Also WTH the pool should not grant food.


First hatch gives 2, additional hatches give 1.


That's wrong... all hatches give two. If you 14 hatch and your second hatch finishes before you're ovie because you forgot to build it, you end up with 20 supply. 2 + 2 + 8 + 8.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-09-16 18:10:13
September 16 2010 18:06 GMT
#33
-Should the spawning pool be worth anywhere from 8-16 supply, considering it is a 200 mineral structure?

-If it does provide atleast 8 control naturally, should an option to expand pool capacity be provided at no cost or 100 mineral cost? Should the pool have an unlimited amount of capacity depending
on how many times the capacity expansion upgrade has been researched? If the pool was destroyed, would all food at that pool be lost?

-If the pool has this option to increase its control capacity, how much total capacity should it be able to hold?

As a final note before explaining my case, there needs to be some incentive to make more then 1 pool. If the pool yields 8 control however, this is not enough incentive to make more then 1,
on the other hand if it yields 16 supply, this would almost seem like too much, however if it was worth 16 supply it would make things a lot simpler.


are you fucking retarded or just high?

thats the same thing as saying "hurpderp, lets give 8-16 supply to the cybernetics core!!@1@!!1"

the pool allows for a certain unit to be built. just like the cyber core, robo bay, templar archives, reactor, and etc allows for certain units to be built. if those buildings die then those units naturally cannot be built from it.

its the same concept with spawning pool. the only difference is that units come from LARVA instead of factories/gateways/factories/etc
TheAlba
Profile Joined April 2010
Canada7 Posts
September 16 2010 18:07 GMT
#34
I've always thought compared to the toss regen shields and terran medics that the zerg hp regen was pretty slow. Even though zerg has queens to transfuse units, you usually only have enough energy to heal one unit. So this topic might be a good place to bring it up since we're talking about the spawning pool and how you want people to make more of them. I was thinking maybe make the spawning pool kinda like the shield battery from sc1 except restores hp instead, or make it have a sort of passive AoE like an always on guardian shield around it that speeds up zerg units natural health regen when its near a pool
universalwill
Profile Blog Joined August 2010
United States654 Posts
September 16 2010 18:08 GMT
#35
i've seen a lot of stupid ideas. but this one... this one is worse than the hydraroach. and that was a joke.
figq
Profile Blog Joined May 2010
12519 Posts
September 16 2010 18:08 GMT
#36
This could be in a UMS map to try it out. I still don't see what's wrong with the Zerg food as it is. The title says there is a problem with that - and I can't locate it.
If you stand next to my head, you can hear the ocean. - Day[9]
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
September 16 2010 18:11 GMT
#37
On September 17 2010 03:08 figq wrote:
This could be in a UMS map to try it out. I still don't see what's wrong with the Zerg food as it is. The title says there is a problem with that - and I can't locate it.


Agreed. Theres so many different problems with Zerg I don't know why he friggin thought "LETS GIVE SUPPLY TO THE SPAWNING POOL." Was a good idea.
Steven Bonnell II is the friggin man.
AtlasMech
Profile Joined September 2010
United States105 Posts
Last Edited: 2010-09-16 18:13:42
September 16 2010 18:11 GMT
#38
I don't understand the continued insults against me, which still come with out consideration and debate over the raw data.

If we could just focus on and discuss and debate the points instead of simply posting to accuse someone of trolling, or calling people names, then maybe we would actually make progress in our understanding.

To the last response:

Yes, this video was pretty interesting...

Heaven is a day dream, Hell is a nightmare
lindn
Profile Joined July 2010
Sweden833 Posts
September 16 2010 18:13 GMT
#39
there's a problem with zerg control?

huh, never noticed the slightest.
AtlasMech
Profile Joined September 2010
United States105 Posts
September 16 2010 18:14 GMT
#40
well did you notice any of the 10, no wait pretty much EVERY unit that zerg has issue in the video above?

And for the record, that is not my video, and don't even know the guy.
Heaven is a day dream, Hell is a nightmare
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