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Starcraft 2 Balance from a Zerg Perspective - Page 2

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AtlasMeCHa
Profile Blog Joined September 2016
70 Posts
September 08 2016 17:34 GMT
#21
On September 09 2016 01:33 Nakajin wrote:
I always said it, everything wrong is ZvT and ZvP come from the extractor, can't belive they didin't fix it.

The fact that the zerg can't broodling rush by stealling the gaz completly negate the early game offensive capacity of Zerg. Pls David come on.


There is something to it isn't there?

I guess it came down to the fact that a gas extractor that costs no minerals or time construction would break too many classification rules

As well as an extractor that releases broodlings.

It's a weak point in design but would we really say that it is game breaking?

If the mineral warriors (zerglings) are not fulfilling their part to the "swarm strength"

Then maybe it is viable to say that zerg is not complete on the gas side of the spectrum instead.
AtlasMeCHa
Profile Blog Joined September 2016
70 Posts
Last Edited: 2016-09-08 18:52:06
September 08 2016 18:48 GMT
#22
I do have one last think to consider

It is a fact that if there are 3 or more larva at a hatchery, the hatchery will naturally stop producing larva

It could be possible that this has degraded zerg's potential philosophy of "reactive trap setter"

I know that some players in broodwar liked to leave 2 maybe 3 larva available for the sake of producing as much offense as possible at a particular time to get the most out of the surprise raid reactivity

People might not see the point at all in sc2 because hatchery will naturally recover its larva through out the span duration of a spawn larva.

But if you always wanted to leave 3 larva at your hatchery to be "at the ready" for the incoming enemy then it would start hurting your natural larva production.

So.... what's the point?

If there was a conclusion that it was proper to play zerg with at least 3 larva always at the ready then they would have to figure out a way for zerg to gain in some way relative to the loss.

Maybe that gain would have came in the form of queen energy regeneration... and with that energy regeneration what would the queen do with it?

This would have been the perfect reason for giving the queen ensnare, the aoe speed slowing spell that did nothing other then slow movement speed and reveal units. Maybe it is in the unit revealing of the spell that it would be over powered?

But it seems like the whole reason for having ensnare was lost in the fact that the hatchery recovers 3 larva during the span of spawn larva anyways and a potential philosophy of zerg play was forgotten

but maybe it just would have been one more thing that would have hurt the aim for "e-sport aggression"

JBright
Profile Joined September 2010
Vancouver14381 Posts
September 08 2016 18:56 GMT
#23
If you only look at it from one angle, it's not really about balance.
ModeratorThe good and the wise lead quiet lives. Neo's #1 Frenemy and nightmare.
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