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On May 10 2011 09:17 Whitewing wrote: Don't worry about it guys, in HotS, you can just steal the bunker from the 2 rax-ing terran. pretty sure that's SP only
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On May 10 2011 08:13 aksfjh wrote:Show nested quote +On May 10 2011 07:58 mahnini wrote: i still think larger, more well-designed maps would give us a better look at how the races perform. if we are constantly given tiny maps to ladder and form opinions on (with xelnaga towers and rocks everywhere) it skews our views entirely.
i'm still waiting for a map without xelnaga towers. the idea that controlling such a small space gives you access to so much intel removes a large part of threat from the game. With the exception of close spawn 4 player maps, a great deal of these "tiny" maps are gone. I'm not really sure what the point is with xel'naga towers. In most cases, they give players with the ability to take map control an easier job taking map control.
Well, map balance is not just about rush distances. I made a thread a while ago in that I feel that not many experimentation is going on with the maps(and really, while Blizzard can experiment this is more something the community should do) as he said the concept of Xel Naga Towers and many many features are not being played around with too much.
And I do feel that in many maps the Xel Naga towers give too much vision.
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For the love of whoever(Dunno maybe Hot_bids love):
Really the point of Idra was that zerg don´t have a safe build. As was already said greedy>safe>aggressive>greedy. But Zerg can´t do a safe build against an aggressive one. They have to do an aggressive build also(building a metric frickton of units). And at that point the T/P can go back to a safe build(wall-in, bunker, Sentries) rendering the units that were build by zerg useless.
Defending for Zerg is really hard because Spines can´t be made reactionary and later on they lack lurkers to hold chokepoints. Building lurkers freed up larva tto make drones and lurker expand was kinda like siege tank expand. The replacement for that are banelings and roaches which both don´t do very well in defense until you get burrow. The other option, spines, take too long to build to be of any use either.
Take for example the 7 rax allin, which pretty much looks like a 2 rax pressure into expand until you see him having more than 8 marines. You want 1 or 2 spines vs 2 rax pressure and 5+ against a 7rax.
In this example, what Idra asks for is either a way to find the 5 dirty hidden raxes in T´s main without crippling himself or a way to defend it after he sees the marines coming down the ramp. Right now the only option is to make a lot of units anyway, which will put him behind a 2rax expand(making the fast expand useless).
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If they reduce the build time of a spine-crawler it wouldn't have to ruin ZvZ. You just increase the vision of a hatchery by 1 hex to make them worse as proxy buildings.
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On May 10 2011 09:57 Dental Floss wrote: If they reduce the build time of a spine-crawler it wouldn't have to ruin ZvZ. You just increase the vision of a hatchery by 1 hex to make them worse as proxy buildings. It's not the vision which makes the difference, most good players (read: players who have lost to spine rushes) will check the boundaries of their base if they're suspicious.
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On May 10 2011 04:55 TreDawg wrote: Since creep tumors already fulfill the role of the creep colony I think it would be a waste. Especially since you would have to sacrifice a drone to make a building that you may or may not use.
I still don't see how the Spanishiwa build doesn't count as an all purpose defensive build.
cuz it's so defensive that you'll loose to a strong macrogame of your opponent...
It's also unable to apply pressure and without speedlings, scouting and map-presence is almost zero....
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You could have a creep colony morph into some other type of creep colony that heals nearby Zerg units 2x as they normally would get healed passively.
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I'd like it if Spine Crawlers' burrow/unburrow time was frontloaded. Where now it takes 12 seconds to burrow, but unburrows instantly, I'd like it if it took 10 seconds to unburrow, and 2 seconds to burrow (or any suitable variation). This way you'd be able to reposition spine crawlers for specific threats by either unburrowing them in time or having them unburrowed pre-emptively, AND it wouldn't screw up ZvZ because there would be either the current 50 second build time, or a hatch-cancel spine crawler, which is both a heavy investment and -still- allows the defending zerg a 60 second defenders advantage.
It also wouldn't allow Zerg to just have spine crawlers chasing armies around on creep. Like siege tanks, they'd be vulnerable both going into and getting out of their attacking stance, rather than just sided on one and not the other.
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On May 10 2011 10:20 Staboteur wrote: I'd like it if Spine Crawlers' burrow/unburrow time was frontloaded. Where now it takes 12 seconds to burrow, but unburrows instantly, I'd like it if it took 10 seconds to unburrow, and 2 seconds to burrow (or any suitable variation). This way you'd be able to reposition spine crawlers for specific threats by either unburrowing them in time or having them unburrowed pre-emptively, AND it wouldn't screw up ZvZ because there would be either the current 50 second build time, or a hatch-cancel spine crawler, which is both a heavy investment and -still- allows the defending zerg a 60 second defenders advantage.
It also wouldn't allow Zerg to just have spine crawlers chasing armies around on creep. Like siege tanks, they'd be vulnerable both going into and getting out of their attacking stance, rather than just sided on one and not the other.
In that case, I'd always keep them uprooted hidden somewhere, and when a push comes to my natural, I'd move them there and plant them while attacking with units. That would be terrifying for an opponent. People would always keep them un-planted and plat them whenever they need to. It won't work like that. Static defense is supposed to be static. This is too much of a stretch away from that.
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Why are we trying to be so tricky about this? Just reduce the build time of a Spine Crawler...simple. As of right now it takes the longest to build out of all static defenses.
Missile Turret: 25sec Bunker: 35sec Photon Cannon: 40sec Spine/Spore Crawler: 50secs!.....why?
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Probably already been mentioned, but ZvZ has to be considered when you're advocating any changes to Spine Crawler's build or root time.
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In my opinion this makes perfect sense, but neither of those two is the case right now.
Oh yeah, and I forget to mention just because either extreme isn't possible, does not mean there isn't a middle ground that is "fair".
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On May 10 2011 05:46 Chill wrote:Show nested quote +On May 10 2011 05:43 VonBlucher wrote:On May 10 2011 05:33 Chill wrote:On May 10 2011 04:51 MangoTango wrote:On May 10 2011 04:49 R0YAL wrote:On May 10 2011 04:45 MangoTango wrote: Creep tumors already took over the role of spreading creep. What would Creep Colonies do that's unique? Creep colonies morphed into either a sunken colony or spore colony. It made it so that you could throw down a few creep colonies and quickly morph them into sunkens when desired. It makes Zerg much more flexible, I miss my creep colonies  I played Zerg in BW, thanks. Spine/Spores are better in SC2 than 1, and the ability to move them around is already really good. Heavily, heavily disagree. The armor in BW made them strong against Marines. Spines are largely useless against Marines in SC2. They even die quickly against Zealots. I don't know, maybe it will just become commonplace that if you want to use Spines you NEED to use Spines + multiple Queens? I'm not sure. Edit: Spines also take seemingly forever to build. I can scout him moving out and I'll be dead by the time he gets to my natural. That didn't really happen in BW. Spine Crawlers actually appear to have 2 armor according to Liquipedia, the same as Sunkens. Or do you mean something else about the armor? I didn't play Broodwar at all at a competitive level, just watched games and played casually. I don't know if units attack faster or what, Spines just die way faster to weak units than Sunkens did.  This is probably due to: The higher dps units (marauder, immortal, roach) didn't exist in BW Poorer pathing in BW, meaning that fewer marines will be firing at a sunken in BW than marines firing at a spine in SC2, this difference is further amplified with stim Sunkens do 40 explosive damage (so 20 to marines), while spines are situationally weaker, dealing only 25 (+5 armored) damage. Marines in SC2 are beefier than BW marines, BW marines die to 2 sunken hits while SC2 shield marines take 3 The existence of lurkers means that you can't just charge in with marines to break a sunken line SC2 marines have base range of 5, while BW marines have base range of 4 with 150/150 research required to get 5 range, this complements the pathing issue as well
I think the biggest issue out of the above is the smarter pathing, allowing the smaller, more compact marines to have more firepower on a spine.
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One might be able to make them just a "crawler" instead of a colony. Just saying
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From what I read from the topic: 1) Zerg need a scouting unit that can run in and out of the enemy's base without dying, and the only way to deny scouting is to really position a bunch of unit to kill it off from very beginning, or having stim marines at 6,7 minutes. And btw, while we are at it, why don't we send 2,3 of them in at the same time, since its speed is fast anyway. And who need zergling to poke at the door to scout, that's so risky, just poke an overlord there, it can fly anyway.
2) Zerg need the colony so that it doesn't need to fully commit to defend the base while doing risky greedy build. And by the way, don't take its ability to unroot, or zerg will complain that they have to put their defensive structure at no man land.
On the topic though 1) imo, dividing overlord speed into 2 level, hatchery tier allows only +0.5speed, and lair tier allows another +1 speed would be nice.
2) If Blizzard were to buff Zerg's static defense, what do you suggest to nerf to balance out, because I'm sure we are all agree that Zerg with healthy economy is gg for other race. Personally I can't see what can be nerfed, Maybe taking out the queen's attack ability? sounds silly, but isn't that what people want? A similar defensive structure like BW? Although I'm not sure because air aggression in SC2 early game is way more difficult to deal with compared to BW.
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On May 10 2011 11:27 canikizu wrote: 2) If Blizzard were to buff Zerg's static defense, what do you suggest to nerf to balance out, because I'm sure we are all agree that Zerg with healthy economy is gg for other race. Personally I can't see what can be nerfed, Maybe taking out the queen's attack ability? sounds silly, but isn't that what people want? A similar defensive structure like BW? Although I'm not sure because air aggression in SC2 early game is way more difficult to deal with compared to BW.
Well, if spines were to build faster it wouldn't mean that they hurt your economy any less. You either need a LOT of spines to defend an allin, or some units to support the spines, so you still wouldn't be able to drone hard while defending.
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If you want to be able to spend a few resources to get a step up on your defence, why not 4-5 roaches rather than 2-3 'half spine crawlers' ?
It's only a few more larva, doesn't cost many resources, and has a similar effect - once you see the push coming you build on it, if no push comes you leave them.
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Zerg you could scout with scourge and often you would throw down a few creep colonies without morphing them.
In SC2 you can't do either, nor is there an equivalent.
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On May 10 2011 11:35 Clerseri wrote: If you want to be able to spend a few resources to get a step up on your defence, why not 4-5 roaches rather than 2-3 'half spine crawlers' ?
It's only a few more larva, doesn't cost many resources, and has a similar effect - once you see the push coming you build on it, if no push comes you leave them. roaches die fast when outnumbered and dont do much damage thing about spines is they have a lot of health and armor even if their dps isnt thaaaaat great.
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On May 10 2011 06:44 MonsieurGrimm wrote:Show nested quote +On May 10 2011 06:40 Chill wrote: Has anyone brought up how this was different in BW? Were allins weaker? Did they come later? Did people just resign themselves to playing "standard"? Were builds solid enough to absorb all-ins?
Because Zergs in BW were dealing with the exact same problems and still did fine. Actually, yes. All-in's in BW were weaker, because in SC2 they're accelerated and strengthened by Mules, Chrono, Larva Inject, Reactors and the shorter rush distance (don't quote me on the last one). It's something IdrA brought up on SotG, I believe, the idea that the aggression is stronger, but the scouting and reactivity for all three races are (arguably) weaker, or at least not scaled to match with the improved aggression.
Don't forget that they didn't have so many unit compositions. I don't know the intricacies of BW, but I think Tyler brought it up on SotG that BW didn't have as many compositions because it was usually either Bio or Mech, no crazy mixes like you can do in SC2.
Also, I would just like to clear this up to people who think this is a big Zerg QQ party. IdrA has said that Protoss and Terran need earlier options. (He suggested Obs at Cyber Core/Hallucination cheaper and MULES/Scans going to 25 energy with adjustments) It is just that Zerg cannot wall off and are generally the defensive race, so that is why we are the first to complain, but I think Protoss and Terran have scouting problems too.
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