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[SC2] Zerg & Larvae Injection - Page 3

Forum Index > News
405 CommentsPost a Reply
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DragoonPK
Profile Blog Joined July 2007
3259 Posts
September 03 2009 00:24 GMT
#41
Woah! Sweet writeup. If the early injection is too powerful then have you considered maybe blizzard making it upgradable or maybe changing the way it works? Either that or someone has to come up with builds from P and T that can counter it :/. Pretty damn interesting man, cant wait to play it!!
fanatacist
Profile Blog Joined August 2007
10319 Posts
September 03 2009 00:24 GMT
#42
On September 03 2009 09:20 Kazius wrote:
These things will get sorted out sooner or later - that's what betas are for!

Anyways, did you guys try proxy rax/gate builds in order to snipe the queen early on?

Proxy pylon is ridiculously powerful with warpgates in both PvT and PvP, did not try it on Z.
Peace~
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
Last Edited: 2009-09-03 00:30:11
September 03 2009 00:28 GMT
#43
To add to this, i didn't play nearly as much as hotbid, zatic chill and intrigue but when i played hotbid's zerg it was ridiculous. In one game I tried expanding with T at what i felt was a safe timing based on the amount of maurader/marine that i had...hotbid flew some mutas in and they died pretty easily to turrets/marine...i thought i was safe, i even had a bunker sitting in front of my nat CC when all of a sudden 100 hydra's appeared and completely raped me. I remember typing "what the fuck is this shit" before leaving.

It's not that big a deal because obviously the numbers can be tweaked to balance it. What i found more interesting is everyone saying zerg is weak and then that Gamereplays article suggesting that Zerg is the defensive race...what? It's the complete opposite, T and P are completely in the dark and i had no idea how to react because i simply didn't know what zerg was doing.
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
September 03 2009 00:29 GMT
#44
well the good news is it seems simple to fix. What if blizzard just makes it spawn say 2-3 extra larva rather then 4. Then your basicly working off 2 hatch again right?
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
wok
Profile Blog Joined July 2009
United States504 Posts
Last Edited: 2009-09-03 00:30:14
September 03 2009 00:29 GMT
#45
Wasn't mentioned so...
disruptor impenetrable walls should make zerglings instantly useless on a FE... then tech straight to stalkers.
Of course I wasn't there, but based on the battle reports, that was the strategy.
I'll race you to defeatism... you win.
XXehh
Profile Joined May 2009
Canada122 Posts
September 03 2009 00:36 GMT
#46
It seems so obvious that the overpowering of the queen is because you get her so early, wouldn't a 50-100 gas cost force a later queen and balance (at least a bit) this?
Hapahauli
Profile Joined May 2009
United States9305 Posts
September 03 2009 00:37 GMT
#47
It seems like a lot of the problems arise from the queen being such an early game unit. It can be made from a spawning pool for crying out loud. Moving it back to lair tech would probably fix the issues of T and P being blind in the early game (delay the rush), and encourage the zerg to tech.
a talking rock that sprouts among the waves woosh
DragoonPK
Profile Blog Joined July 2007
3259 Posts
September 03 2009 00:39 GMT
#48
TL Staff is so awesome, already identifying crucial things by playing the game for 2 days ^^! Now thats why TL is the best community EVER EVER!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
September 03 2009 00:40 GMT
#49
Thanks for this writeup! Personally, I think having 3 Larvaes pops out will be just fine but even that would be imba. I think the Queens should atleast get SOME gas before its reproduction or have it ability researched.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
September 03 2009 00:45 GMT
#50
Exciting article. The zerg macro mechanic is really interesting since it's very different from that of the terran and protoss. Terran and protoss both receive a boost to their mining, meaning they should theoretically have more money than the zerg to work with, whereas zerg saves a ton of money on extra hatcheries.

The real trick for Blizzard here is to make make T/P's added income and zerg's money savers cancel each other out. Currently it sounds like zerg is saving way too much money and gaining way too much production for virtually nothing. T/P has to spend a lot of time and money building up production facilities whereas the zerg simply has this added production for the cost of 2 supply and 150 minerals.

I'm sure Blizzard kind of overpowered inject larva on purpose to see how people were going to abuse it (I think I remember reading somewhere that the ability originally spawned 3 larva) and will correct it in due time
Nobody beats the Beater
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
September 03 2009 00:47 GMT
#51
I'm sure blizzard will become aware when beta hits. Hopefully this gets nicely balanced.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-09-03 00:56:39
September 03 2009 00:49 GMT
#52
Is it possible that Spawn Larva is supposed to be this powerful. From what ive heard the Obelisk can pretty much give protoss all the minerals they want. So you basically have unlimited unit production versus unlimited minerals.

Did the Protoss players you were playing against have an abundance of minerals? Were they using Proton Charge regularly? Or is Spawn Larva really that much better then Proton Charge?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 03 2009 00:49 GMT
#53
I love how this article completely contrasts with the view point of gamereplays
Administrator~ Spirit will set you free ~
iSiN
Profile Blog Joined March 2009
United States1075 Posts
September 03 2009 00:50 GMT
#54
I kind of had the same feeling as hot_bid when it comes to the queen. Maybe if they made her more frail or require a lair it would balance everything out. I don't really thing inject was TOO over powered but it definitely didn't seem like a T1 ability.

Possibly have a different macro option (that costs energy) for her (to keep up with P and T not over take them) and make the injection trainable at lair as to preserve the early defensive capabilities.
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
Sayer
Profile Joined August 2009
United States403 Posts
Last Edited: 2009-09-03 01:02:30
September 03 2009 00:55 GMT
#55
Wow.. just wow... Best news Ive read as of late, after reading all the negative stuff about zerg, especially reading gamereplay.org's review right before this one.

I know it was just 2 days of experiment, everything will be balanced by the game is on the market, but it just feels really really good and resfreshing to hear some awesome stuff about zerg for the first time.

Thank you so much for this Hot_Bid!!
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 03 2009 00:55 GMT
#56
Watch Blizzard still think the Zerg is underpowered and make their units stronger and release beta and go O_o when suddenly 99% of the games are ZvZ.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
yh93kim
Profile Joined January 2009
Korea (South)62 Posts
September 03 2009 00:57 GMT
#57
If Blizzard was informed of this, SC2 will be delayed until 2012.
MasterOfChaos: somebody you are talking to disappears mid sentence, and the universe shoots you because you talked to somebody who wasn't there | R1CH: thats surprisingly accurate
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
September 03 2009 00:58 GMT
#58
lmfao, by the sounds of it, Zerg sounds ridiculously strong...
Graphics
zeppelin
Profile Joined December 2007
United States565 Posts
September 03 2009 00:58 GMT
#59
On September 03 2009 09:49 Archerofaiur wrote:
Is it possible that Spawn Larva is supposed to be this powerful. From what ive heard the Obelisk can pretty much give protoss all the minerals they want. So you basically have unlimited unit production versus unlimited minerals.

Did the Protoss players you were playing against have an abundance of minerals? Were they using Proton Charge regularly? Or is Spawn Larva really that much better then Proton Charge?


I didn't get to play with them but in my games i was using proton charge regularly the entire game and constantly had a mineral/gas imbalance. You simply don't get enough gas to tech any faster and against that many extra zerg units, 20% more zealots/cannons aren't going to matter.
fanatacist
Profile Blog Joined August 2007
10319 Posts
September 03 2009 01:00 GMT
#60
On September 03 2009 09:57 yh93kim wrote:
If Blizzard was informed of this, SC2 will be delayed until 2012.

It's a big problem with many viable solutions. Just to illustrate the things they could do:

1. Increase the mana cost.
2. Increase the length of the spell.
3. Make queens cost more (minerals, or maybe make them cost gas).
4. Put queens higher up the tech tree.
5. Make their spell researchable for gas.
6. Some other alternative, like producing a queen will make that hatchery not have any larva until the queen is produced, for example.

And you can obviously use any combination of the above to balance it. It's just a question of what path they choose and how well they playtest it.
Peace~
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