[SC2] Zerg & Larvae Injection - Page 10
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ReiKo
Croatia1023 Posts
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fly.stat
United States449 Posts
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HiOT
Sweden1000 Posts
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Socio
United States17 Posts
C'mon, that'd be fun as hell to see. | ||
Lancaster
Canada12 Posts
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Zoler
Sweden6339 Posts
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Archerofaiur
United States4101 Posts
On September 03 2009 15:20 ArvickHero wrote: 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. | ||
lynx.oblige
Sierra Leone2268 Posts
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Geo.Rion
7377 Posts
On September 03 2009 16:15 Lachrymose wrote: 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. | ||
KinosJourney2
Sweden1811 Posts
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. | ||
hifriend
China7935 Posts
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
Netherlands3964 Posts
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
Sweden5462 Posts
Still pretty ridiculous though | ||
DeCoup
Australia1933 Posts
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Captain Peabody
United States3090 Posts
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. | ||
genryou
Malaysia390 Posts
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Danka
Peru1018 Posts
in original sc 4 pool used to be imba when game came out. pool cost 150 mins :o | ||
anch
United States5457 Posts
on topic, nice write up. perhaps they can balance it by uping the energy or reduce to 2 larves. | ||
decemberscalm
United States1353 Posts
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
Malaysia390 Posts
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. | ||
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