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[SC2] Zerg & Larvae Injection - Page 21

Forum Index > News
405 CommentsPost a Reply
Prev 1 19 20 21 All
zatic
Profile Blog Joined September 2007
Zurich15361 Posts
September 13 2009 00:04 GMT
#401
On September 12 2009 13:00 Joneagle_X wrote:
And the probe's movement speed is slightly faster than that of the Zergling un-upgraded so it's possible to dodge unless they've blocked the choke.

Maybe this is the source of all the confusion. Zerglings kill workers easily even off creep a-moving, they are sightly faster. As far as I know creep does not even affect Zergling speed.
ModeratorI know Teamliquid is known as a massive building
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 13 2009 01:10 GMT
#402
On September 12 2009 09:32 Manifesto7 wrote:
Show nested quote +
On September 11 2009 19:32 Joneagle_X wrote:
I would've thought the viewpoints discussed by the author of the TL post would have put some of these fears to rest about the 1-Hatch build but I don't think that's going to be the case.

Surely Karune's opinion has some weight to you? There's plenty of scouting options beyond the reasons I've stated previously in this thread. Not only can you scout with workers (which I still assert can be done even with pathing improvements and the Queen's ranged attack) but you can utilize the Orbital Scanner, etc... Yes, the Overlord scout is an issue but it's not something that ends the game. Both players equally have the same disadvantage.

It's not a simple match of check and mate anymore. And Karune has stated (and I've said it previously here) that the ZvZ matchup is a problem. So they're aware of it and are working on it. Perhaps the new Roach ability to move underground will shift the table a bit.


First of all, Karune did not address the point of HB article. He talked about how to defend against a rush. That is not the point here.

How can you assert that workers can scout vs a ranged unit and zerglings? Like, how would you do it exactly? You can't do it in BW with "horrible path finding" so how can you do it in SC2 with better path finding?

Also, don't you think that using the scan early will hurt your economy?

Finally, how exactly would burrowed roaches affect zvz? It is a nice thought, but how would it change the matchup?

To be fair, I can easily see how he'd perceive that as the point of HBs post, as he mentioned how everyone died to 1 hatch hydra builds.

Of course, that's not all he talked about but I can see why that would be his response.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Joneagle_X
Profile Joined March 2008
United States26 Posts
Last Edited: 2009-09-14 00:19:25
September 14 2009 00:18 GMT
#403
@ Zatic,

In the last build all Zerg units increased movement by ~30% on creep according to Blizzard. Zerglings without the speed upgrade were slightly slower than a probe. Moving in a straight line Zerglings were unable to catch a probe. If you've played the game and were catching probes off Creep I don't know what to tell you. Either your opponent was letting you catch the probe by not giving it commands or you were intercepting it... On Creep, however, they can easily catch them.

The Queen, however, has a larger difference in speed movement when she is on/off Creep. I'd estimate it (visually) to be around 50% faster when on Creep. She's a sloth off Creep.

Unless this has changed since BlizzCon....
jdr_
Profile Joined October 2009
United States78 Posts
February 18 2010 12:56 GMT
#404
Almost all the problems you're posing as unsolvable would be solvable with better play.

Like oh well I can't know what he's doing, because he has a queen at his base to kill my scout. Well congratulations, you now know what zergs have been dealing with in starcraft for 12 years, you're now playing somewhat in the dark. You can still scout on 9 and go take a look, but after 30 seconds you're going to have a marine kill you and from there the terran player can do any kind of gay deviation he wants.

I mean, you're talking about LOL IM ABLE TO 1 HATCH ALL IN GUYS THAT ARE FAST EXPANDING WITHOUT ANY KNOWLEDGE OF WHETHER OR NOT FAST EXPANDING EVEN MAKES SENSE IN THIS NEW GAME.

Your friends were dumb for trying to FE with terran/protoss in the first place, they should've been playing one base builds just like you were, and defending their ramp with whatever units counter hydraling. In SC1 it was always the case that 1 base P/T was better than 1 base zerg and thusfar we have no reason to believe otherwise. I don't know, if zerg really is imbalanced as you claim, it'll undoubtedly get fixed before the release date, but I doubt it's as bad as you claim.
"The left hand side is really going to be a bit of a nervewracking occassion" -Artosis
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
February 18 2010 20:13 GMT
#405
Better play in of itself isn't the solution, because the problem is not just the difficulty in scouting, but the fact that this aforementioned difficulty in scouting multiplies the effect that a crapload of larva will have. The base of the problem is that (given that SC2 is an RTS with imperfect information) Zerg simply has too much flexibility with the option to make a ton of workers, or a ton of units, or *both* to a certain extent (which is something they couldn't do in BW) without really sacrificing anything.
AIV_Funnytoss and sGs.Funnytoss on iCCup
Frobert
Profile Blog Joined March 2010
Canada113 Posts
March 04 2010 18:55 GMT
#406
The problem seems to be the queen, more specifically her ability to be a mobile scout killer and a larva factory at the same time. The advantages of having a cheaper and more productive unit (Queen vs. second hatch) are great and they come without the risks of investing in a 2 hatch. I think it would be an interesting addition to gameplay if larva injection was only available to queens if they permanently incorporated themselves into a hatchery. This mutation would make them a part of the building, giving it energy and the larva injection ability. The goal of this in balancing would be to give players the choice of a base defender/expander/healer or increased production in the early game. In order to have both, one would have to invest the same amount of minerals as it would take to get a second hatch. It would also make a hatch with a queen attached a larger investment (450 minerals).
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