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[SC2] Zerg & Larvae Injection - Page 10

Forum Index > News
405 CommentsPost a Reply
Prev 1 8 9 10 11 12 21 Next All
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
September 03 2009 11:22 GMT
#181
Nice article, I hope guys at Blizzard reads this!
fly.stat
Profile Blog Joined December 2008
United States449 Posts
September 03 2009 11:27 GMT
#182
It'll be fixed, clearly none of the blizzard in house testers have abused spawn larvae. It'll probably end up requiring more energy / will spawn less larvae/ will be replaced with another mechanic.
Until I write you again, take care of your precious person.
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
September 03 2009 11:28 GMT
#183
After reading I saw a flashing light and blizzard is about to nerf down ZERG so hard it will be impossible to play zerg. Now I just hope players can figure out how to beat this build and zerg has to struggle without any nerfing.
Officially the founder of Team Property (:
Socio
Profile Joined January 2009
United States17 Posts
September 03 2009 11:37 GMT
#184
What I'd like to see happen is just have all the zerg units have really lowered HP. That way, the Zerg would still be able to get tons of attacking units and super drone it, but when it comes down to a batlle, the zerg will have to send swarms and swarms of units to take down a smaller sized terran and protoss force.

C'mon, that'd be fun as hell to see.
Lancaster
Profile Joined August 2009
Canada12 Posts
September 03 2009 11:43 GMT
#185
Interesting ability, I do agree that this would unbalance the game in a way. Maybe a higher casting cost, less larvae or certain amount of times "Inject Larvae" can be casted.
We do what we must because we can.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
September 03 2009 11:57 GMT
#186
I see, Zerg is still imba like a year ago? Nice
Lim Yo Hwan forever!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 03 2009 12:01 GMT
#187
On September 03 2009 15:20 ArvickHero wrote:
Show nested quote +
On September 03 2009 12:59 Archerofaiur wrote:
On September 03 2009 12:36 ArvickHero wrote:
On September 03 2009 12:08 Archerofaiur wrote:
I think this is kind of like if we were playing SC1 alpha and someone discovered that making workers all game was unbeatable. Of course you would have people saying making workers is overpowered.

to be honest, this was a really dumb analogy.


Why? The new macro mechanics are analogous to SC1's manual worker mining. Its something you want to do all game to increase your army size. If you tried playing SC1 without making any more workers I think youd have a tough time winning aswell.

Your analogy is dumb because first of all, making workers all game was a logical step in thinking, and not overpowered. Its like someone discovering that more buildings lead to bigger armies and then some other guy saying its overpowered, when they can simply keep up by doing the same thing.

The problem here now is that everyone is abusing their macro mechanics to the very fullest, but when the Zerg really abuses their macro mechanic, it just leads to a seemingly broken larvae production rate that just gives you complete control over the entire game. So even if T or P maximizes their macro production with their respective mechanics, it won't matter because Zerg benefits so much from the mechanic that they can engage in fights and afford to lose their armies because they can respawn the entire thing very quickly with Spawn Larvae, while the T or P absolutely cannot afford to lose the first fight, otherwise, they'll be sure to lose the game, thanks to the larvae mechanic. Hot Bid is on the fence about this being imba, but I'm rather certain that 1 hatch Queen build is too powerful in the hands of a smart player.

A slightly better analogy is playing a normal game in BW, with the constant building workers thing and etc, but the Zerg uses the hack that kills larvae for minerals, or a hack that doubles or triples the larvae production rate of each hatchery.


If the other races macro mechanics are brough up to par (assuming they are not already) then it is the equivalant macro advantage of making workers. You say players are abusing a mechanic that you are supposed to use all the time. Thats like saying players are abusing workers. I am not saying that T and P mechanics are equivalent now but if brought to the same level than these mechanics come to resemble the value of making workers. Its not inherently imbalanced to be able to increase your army.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
September 03 2009 12:15 GMT
#188
It will be interesting seeing how Blizzard will address this issue. Will Queen remain the same while T & P gain buffs to bring them up to speed? Or will the Queen simply just be nerfed?
Everyone needs a nemesis.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 03 2009 12:21 GMT
#189
On September 03 2009 16:15 Lachrymose wrote:
Show nested quote +
On September 03 2009 16:02 Geo.Rion wrote:
On September 03 2009 15:55 Nevuk wrote:
On September 03 2009 15:29 Geo.Rion wrote:
Amazing, but you MUST have overlooked sg. Good players at blizzard tested this game for several months now, and because the new macro mechanics are maybe the most important feature of the sc2 I must think they really toroughly analyzed at least this part.

My logic:
1. Zerg is historically a race which has a lots of early-game strategies, aiming to break the P(T) early wit lings or hydras
2. The Zerg macro improvement is the only one which can be used to produce units, not just for helping the economy

From this 2 point, to me at least, it's obvious that new early-pressure options are avaialble, so they must be tested.
Now, Blizz said Z is the WEAKest and i'm sure as hell they knew what larvaes are good for.


What i have in mind is that sg directly counters that stuff. You said this denies FE, ok, fair enough, i accept it, but i've got 2 ideas which could work with P.
1. Because (as far as i understood) Overlords arent detectors from the start 1 DT stops the attack pretty much. You say it's hard to tech but i can't believe the game it's so imba that it's easier to bring out 15 hydras than 1 DT out of one base if you focus on it.
2. The classic 1 base, block the ramp mass zela. As far as i saw lings do not directly counter Zealots, nor do hydras, actually zealots work decently well against both. Idk how accecible the P macro-boost is but 1 base mass zela attack might be viable. No?

And these are just some ideas i came up with while reading the writeup.

S1 who played this game could answer to my theories?

DTs are much higher on the tech tree iirc.


how higher? You need 1 citadel, 1 archives, 1 DT. That's like 400 gas, isnt it? Remember you tech straightly without exping


the zerg watches you do this and injects for drones instead while expoing. now what?

I did not play the game, but i guess P can hide it from the ovie as well. 1 goon could be produced really early if you go 1 base, and does not set you back in tech. I guess it's similar with the stalker, but i'm not sure, only guessing.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
September 03 2009 12:56 GMT
#190
Countering 1 hat hydra/lings sounds like a task for The Emperor

How about adding gas cost to queens + reducing the larvae spawn and maybe even altering the hatching time? just reducing larvae amount or add gas cost wouldnt really save the protoss and terr players.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
hifriend
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2009-09-03 13:12:24
September 03 2009 13:11 GMT
#191
Interestingly if you look back at scbw throughout history there have been numerous builds for ALL races that at first seemed almost impossible to counter. However, people eventually will adapt and suddenly some other build seem way imbalanced.

Now with sc2 and this particular build, as opposed to scbw, most of us don't even have the facts at hand to argue OR the game itself for testing counters, so imo all we can do is wait and see. Either this is a fundamental balance flaw that's somehow been overlooked thus far or we simply don't have sufficient information to assess what might be a viable counter for P & T.
aseq
Profile Joined January 2003
Netherlands4000 Posts
September 03 2009 13:16 GMT
#192
Nice writeup, but are we really at the stage where we need to focus on single abilities and see whether they're balanced? Stuff like this will come up in the beta. It's easy to turn the 4 larva into 2 and see if it's still so unbalanced.

It's think it's more important to discuss whether every ability has a use at all, and look at the complete spectrum of abilities and counters to them. Of course, you can't see those two totally separately, but I'd be more interested in the counters for each type of unit or attack and the availability on the tech tree rather than the amounts exactly.

Not that I minded the read, btw

Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
September 03 2009 13:29 GMT
#193
Nice writeup. As far as I know there will be a beta testing period. In this period the game will be balanced so atm It should be taken lightly(imo).

Still pretty ridiculous though

DeCoup
Profile Joined September 2006
Australia1933 Posts
September 03 2009 13:33 GMT
#194
Sounds like Blizzard was right initially by making the queen unique. Maybe if they drop it to 3 eggs per inject and make the queen unique again it will work -.-" I really like the injection idea and I hope they can find a way to balance it. I don't want to see it removed. Massing is what the Zerg should be doing.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Captain Peabody
Profile Blog Joined May 2009
United States3134 Posts
September 03 2009 14:11 GMT
#195
Makes sense: Dustin Browder himself said that there were probably lots of overpowered things in SC2 that hadn't been identified, merely because no one had properly exploited them yet. This especially seems to be true with the SC2 Zerg, whose new mechanics are probably the most powerful in the game (spawn larva, creep drop, nydus worm, and creep speed bonus)--but whose units aren't that strong or "gimmicky" compared to the Protoss or Terran ones. Without the use of these mechanics, they're a little weak when compared to the other races--but with proper use of them, they're probably totally overpowered, as you've shown. But, heck--weak units and powerful mechanics are what the Zerg are all about! So I think Blizzard's on the right track with them. Toning it down a little bit wouldn't hurt, though.

Really, I wouldn't be surprised if the reason the Queen's this powerful in that build is just to encourage people to actually use her, and the other macro mechanics--once she becomes popular, and they head into beta, they'll crank her down a bit. Of course, once we do go into beta, I'm sure TL will find another half-dozen imbalanced ways to exploit various units and abilities--so its all good.
Dies Irae venit. youtube.com/SnobbinsFilms
genryou
Profile Blog Joined February 2009
Malaysia390 Posts
September 03 2009 14:19 GMT
#196
Now it have come to this, I must say that hvg Queen early games is a must, no matter how much it will be balanced/tweaked later.

I, Challenge Everything
Danka
Profile Blog Joined January 2004
Peru1018 Posts
September 03 2009 14:39 GMT
#197
reminds me of...

in original sc 4 pool used to be imba when game came out. pool cost 150 mins :o
Its not the size of the dog in the fight, its the size of the fight in the dog. - Mark Twain
anch
Profile Blog Joined June 2006
United States5457 Posts
September 03 2009 14:40 GMT
#198
Bisu will complain, dont worry.

on topic, nice write up.
perhaps they can balance it by uping the energy or reduce to 2 larves.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 03 2009 14:41 GMT
#199
On September 03 2009 20:37 Socio wrote:
What I'd like to see happen is just have all the zerg units have really lowered HP. That way, the Zerg would still be able to get tons of attacking units and super drone it, but when it comes down to a batlle, the zerg will have to send swarms and swarms of units to take down a smaller sized terran and protoss force.

C'mon, that'd be fun as hell to see.

This! XD Just for tier 1 units though, and increased cost for non tier 1 and drones.
genryou
Profile Blog Joined February 2009
Malaysia390 Posts
September 03 2009 14:45 GMT
#200
in original sc 4 pool used to be imba when game came out. pool cost 150 mins :o


Yeah, it is similar, but IMO, Queen is far more powerful compared to the early 4 pool.
I, Challenge Everything
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