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[SC2B] Zerg: The Evolution (or Devolution) - Page 12

Forum Index > News
321 CommentsPost a Reply
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Optimator
Profile Joined January 2010
United States53 Posts
April 22 2010 00:04 GMT
#221
Brilliant post.
ohN
Profile Blog Joined November 2009
United States1075 Posts
April 22 2010 00:13 GMT
#222
Reasons I played zerg in bw:
muta micro
defilers
lurkers
scourge
dark swarm+ultras

They're all nonexistent in sc2.
Although tbh, banelings and brood lords are pretty cool. :D
The infestor/roach though are meh. =/
Ayestes
Profile Joined April 2010
United States106 Posts
April 22 2010 00:20 GMT
#223
Wonderful article. Highly agree about Zerglings late game, ranged critical mass in SC2 is just easier to control then in SC1 which makes the critical mass of the Bio Ball for example obtainable much earlier. I do think, that the Zerg could really use a little more creativity in the race as a whole as well as giving other unit compositions a chance to work. It had a lot to begin with early on in the beta, but it seems with balancing we have come to having much simpler and less creative units. I think the Zerg could really do with a bit of a creative resurgence and then of course, rebalancing afterward.

Roachs used to quite the interesting bunch as an example, but now it really seems like they are a bland ranged tanking unit. Too many upgrades that just arn't worth the investment most of the time. Could really use the burrow movement as a standard built-in package. Likely a Hit Point nerf.

Heck the Zerg could really use just one more unit eeked out before release. Infested Terran just don't count. It doesn't need to be a Tier 3 spellcaster, I personally think a burrow move, burrow attacking, anti-armor melee unit in the Lair Tech would be add something new to what the Zerg have. I've seen some wonderful ideas around here.

Simple creative things, that would likely require some rebalancing afterwords (I'm no balancing genius, only looking at adding something else), would give a lot of the units more creativity. Corrupters could really use a better ability, perhaps have it be a "Growth" that slowly damages and disables the structure until the "Growth" is destroyed. Give Ultralisks the ability to step over non-massive units. The Infestor could really use a boost, perhaps changing Neural Parasite altogether into mid-duration debuff that grants vision and causes any energy used to "feedback" in an aoe around the user (Giving all three races a mild form of energy control). Make Infested Terran have a quicker hatch timer and move Fungal Growth into a research while giving it a mild boost in damage to Armored Units. I haven't thought of all the repercussions of these ideas, but I'm simply looking to add some more interest to the Zerg. Just a bit of mind dribble, but hopefully you get the idea without me sounding too silly here.
Would you kindly?
Laerties
Profile Blog Joined March 2010
United States361 Posts
April 22 2010 00:26 GMT
#224
Starcraft 2 just doesn't give me the excitement or the thirst to play that sc1 did. I think some of the reasons you listed are why. Each race is diverse, but god damn this game is so fucking boring. I think blizz should not have given this game to the failure warcraft 3 team. If you were lead designer i think this game would be way better.
Happiness is when what you think, what you say, and what you do are in harmony.
Rah
Profile Joined February 2010
United States973 Posts
April 22 2010 00:34 GMT
#225
i wonder how the zerg would look if they dropped the roach speed upgrade and buffed adrenal glands
Streaming on twitch. http://www.twitch.tv/rahsun86
lowbright
Profile Blog Joined March 2010
308 Posts
April 22 2010 00:49 GMT
#226
This was an excellent post and very informative. Thanks for sharing!
TeamLiquid CJ Entusman #49
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 22 2010 00:52 GMT
#227
On April 22 2010 06:23 Wintermute wrote:
Show nested quote +
On April 21 2010 14:18 IdrA wrote:


as for roaches, did goons really have a special defined role in sc1? they were just kind of a powerful all purpose unit. that kind of thing isnt necessarily bad. and really given the burrow harass and regen, and the fact that a tiny range is its limiting factor, the roach is more unique than the equivalent sc1 units.


The problem I have with roaches as "generic ranged unit" is that hydras are/were already the "generic ranged unit."

Roaches and hydras are basically just variants of each other. Roaches emphasize being meaty and hydras emphasize being dangerous, but in the end the combination of roach/hydra servers exactly the same purpose as mass hydra in SC1. You've got an extra unit that exists just to be an extra unit. Either you have weak roaches that act like Hydralisk Jr or you have roaches that are much stronger than what we have now, and they they basically act as a replacement for ultralisks.

In general, doesn't it seem like ranged DPS units are overdone in SC2? Terran went from marines to marines + marauders. Zerg went from hydras to hydra + roach and protoss went from dragoon to stalker + sentry + immortal. At least in the case of protoss they all have some unique abilities to differentiate them.

When it comes down to it, can you express a functional reason for the existence of roaches? Do they really bring an element to the game that SC1 hydras didn't? The only thing I can think of is that they make zerg more vulnerable to early air, which they wouldn't necessarily be with a more functional general purpose hydralisk.

hydras and roaches serve very very different purposes. hydras are pure damage dealers that die if you look at them funny while roaches are much more sturdy with better harass value, but not nearly as good at dealing damage in a fight cuz of lower attack speed and much lower range.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
April 22 2010 01:09 GMT
#228
great post, yo
personally, i like what they did w/ zerg. The whole idea of needing to spread creep throughout the map for a mobility advantage adds a whole new element to the game.
I like haikus and / I can not lie. You other / brothers can't deny
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 22 2010 01:13 GMT
#229
On April 22 2010 10:09 blahman3344 wrote:
great post, yo
personally, i like what they did w/ zerg. The whole idea of needing to spread creep throughout the map for a mobility advantage adds a whole new element to the game.


Lol if they didnt include the creep innovation could they even call it Starcraft 2?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Ideas
Profile Blog Joined April 2008
United States8174 Posts
Last Edited: 2010-04-22 01:16:11
April 22 2010 01:15 GMT
#230
On April 22 2010 10:13 Archerofaiur wrote:
Show nested quote +
On April 22 2010 10:09 blahman3344 wrote:
great post, yo
personally, i like what they did w/ zerg. The whole idea of needing to spread creep throughout the map for a mobility advantage adds a whole new element to the game.


Lol if they didnt include the creep innovation could they even call it Starcraft 2?


lol good point
Free Palestine
Neoattitude
Profile Joined April 2010
Guam172 Posts
April 22 2010 01:23 GMT
#231
Though I'm not a big fan of Zerg because they are evil!! But the post was awesome. Def. a quality post. Good Job man.
systemA
Profile Joined November 2008
95 Posts
April 22 2010 01:36 GMT
#232
On April 22 2010 10:23 Neoattitude wrote:
Though I'm not a big fan of Zerg because they are evil!! But the post was awesome. Def. a quality post. Good Job man.


bro. we're just trying to make a killin' bro.
hey its me ur brother
commanderchobo
Profile Joined September 2007
Canada53 Posts
April 22 2010 01:36 GMT
#233
very nice post sir.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
April 22 2010 01:39 GMT
#234
Thank you for the nice article, pretty nice effort. I am not sure i agree with the statement that muta micro is dead and totally not there. It is just allot different how the 3D mutalisks respond to commands and their attack rate is different. I think that without the old circular motion but rather a straight back and forward muta micro is still good.
There are three types of people in the universe: those who can count, and those who cant.
TheTuna
Profile Joined August 2009
United States286 Posts
April 22 2010 01:40 GMT
#235
Fantastic article, very well written and insightful. On the subject of muta stacking in SC2, there's a pretty strong reason not to do that; Thors. 4 Thors could 1shot your entire Muta blob. Granted, Protoss would be pretty screwed, though.
Sosha
Profile Joined August 2004
United States749 Posts
April 22 2010 01:56 GMT
#236
after reading..
I mean ya.. some goods and bads of Zerg, like the muta micro thing I will admit (as a Protoss player) it does suck that something as influencial and game-changing as that is kinda all but gone. Then again, I think the same could be said about storm, because its not nearly as useful as it was from Bw.

My main complaint is that, on the description of the thread, Why is Zerg our most beloved alien race!? As a Protoss player, I take offense to that --v
Tranquility through fluid Motion. GlowBabyGlow.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 22 2010 02:03 GMT
#237
On April 22 2010 10:56 Sosha wrote:
My main complaint is that, on the description of the thread, Why is Zerg our most beloved alien race!? As a Protoss player, I take offense to that --v

That's what I first noticed as well! +1 for the swarm
BattleSheen
Profile Joined April 2010
United States58 Posts
Last Edited: 2010-04-22 02:15:53
April 22 2010 02:06 GMT
#238
I think the role of zerglings changed to that of cannon fodder and surrounding. In that sense they compliment whatever else is in your army, preferably dps.

I agree with your thoughts on lurkers and why they don't fit into the fighting style of sc2.

But most importantly, I feel that T3 zerg is just not worth it when Ultras can be owned by mauraders and immortals. Broodlordss are great and I'll eventually get them but it's lame that T3 zerg is so empty.

I would like to see a new armor type for Ultralisks which doesn't take extra damage from anything but late game units like the battle cruiser/raven missle7 or archon/carrier/voidray.

I also think zerg needs a t3 caster. I'm willing to leave the crappiest spell in the game, infested terrans, alone if zerg gets the ability to mutate queens into a badass flying spellcaster at hive tech.

I have no idea what spells she could have, maybe some sort of

"Mass Transfusion" where she can heal zerg units in a small radius. That would sure help against late game protoss with storm and Colossus. Of course the values could be adjusted as to not be too powerful.

And maybe she can have a

"Silence" type skill which would stop enemy units from casting spells for a short period of time. This would help against late game ravens with point defense drone and that AOE missle, since point defense drone owns zerg ranged.

and maybe third she can have a

"Mass creep Aura" which keeps a radius of creep around her constantly, dunno how useful that would be.

anyways, just some ideas. But right now I'm disappointed at the limited unit choice of my favorite race. It almost seems like Blizzard didn't put as much time into Zerg as the other races.
Nuclear Launch Detected
AllFear
Profile Joined March 2010
44 Posts
April 22 2010 02:44 GMT
#239
simple way to fix zerg? remove infested terran spell and change it to swarm researched at t3
Twinweapon: I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 22 2010 03:13 GMT
#240
I think this is quite an amazing post overall, and really puts constructive words toward what a lot of (not just zerg) players have been complaining about.

..but, you know, something stuck out a bit.

As a B level zerg in BW, does that really quantify you as 'not a very good player'? I've been overrating myself when I use that same description, apparently!
Oh, my eSports
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