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[SC2B] Zerg: The Evolution (or Devolution) - Page 15

Forum Index > News
321 CommentsPost a Reply
Prev 1 13 14 15 16 17 Next All
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
April 22 2010 22:15 GMT
#281
i'm glad someone else misses zerglings
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
April 22 2010 22:21 GMT
#282
ahaha great great read
dont know too much about zerg in sc2 so ill take your word for it
cw)minsean(ru
Bayern
Profile Joined March 2010
United States25 Posts
April 22 2010 22:37 GMT
#283
We need to have a Blizzard Read This Now section for posts like this

Hella great post man!
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2010-04-22 22:40:25
April 22 2010 22:40 GMT
#284
Lol. Let's make toss article and whine that storm sux then? Also, arbiters... ???? SC2 is a completely different game. Zergs need to learn to use other units than lings.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
April 22 2010 22:47 GMT
#285
i love you for this read =)
AKA: TelecoM[WHITE] Protoss fighting
CursOr
Profile Blog Joined January 2009
United States6335 Posts
April 22 2010 23:15 GMT
#286
Dude, doing something to make lings the DPS bulk they were in Endgame SC:1 would totally change this game...
Though as Terran, Hydra/Baneling is already scary enough
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2010-04-22 23:58:45
April 22 2010 23:41 GMT
#287
On April 23 2010 04:22 Archerofaiur wrote:
Show nested quote +
On April 22 2010 20:41 snpnx wrote:
While the community doesn't have as much insight in the game workings as Blizzard does


Show nested quote +
On April 22 2010 22:04 Sent wrote:
They know the game 10x better than any of us and I don't see anyone here doing art design or game balance.



I take issue with these statements. There have been many instances when the community has been way ahead of Blizzard and with much better insight. The macro mechanics being one example.

Chrono boost isn't many instances.
The only other big one is the way Siege Tank looked in 2007.
Skating Protoss units are more of an error than decision forced by the community because they have basically the same lore as Void Rays. First attempt to show it in gameplay just didn't work.

The 2 other macro mechanics aren't instances of community being "way ahead of Blizzard and with much better insight" because major part of the community didn't want those but BW ways of macro, so community insight here can be a catalyst at best but not really a better insight.

About Spawn Larva, what you are missing is how easily Zerg can make more workers or tech switch.
Obelisk gives more resources to make more units that are already being made, there is no decision making in this. For Protoss and Terran it's not as easy to make more workers, it's also not as easily to tech switch just by having more resources.
Do you even play Zerg? Is it really about making Zerg better, aren't you trying to nitpick to just feel proud that you can force some decisions done by devs?
wwww
Klin14
Profile Joined April 2010
United States2 Posts
April 23 2010 02:20 GMT
#288
I agree but the key thing i miss is the lurkers, there were few joys greater than watching those spines rise out the earth and cause marines to explode
Lifes a game, and sometime you wanna say fuck this game
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
April 23 2010 03:32 GMT
#289
awesome pictures dude
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 23 2010 04:08 GMT
#290
On April 23 2010 12:32 jodogohoo wrote:
awesome pictures dude

I forgot to give those due credit, but most of them were from CharlieMurphy in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=113180. Thanks CM and everyone else in the thread!
Bareleth
Profile Joined April 2010
Mexico5 Posts
April 23 2010 04:24 GMT
#291
I think zergs were so OP in sc1 and now, with that roaches, they are a die-hards nasty creatures =P
Iri
Profile Joined January 2010
150 Posts
April 23 2010 06:00 GMT
#292
On April 22 2010 23:02 gunsakimbo wrote:As for the rest... I think Zerg is on its way to being pretty balanced. Most of the units need some work.. but I think it's well on its way to being pretty damned good.


I don't think the point is that zerg are imba weak, it's that they're not fun and unique, and they lack the strategic flexibility that made them fun in SC:BW. Ranged Blob = booooooooring.
Opportunities multiply as they are seized. -Sun Tzu
Atticus.axl
Profile Blog Joined April 2010
United States456 Posts
April 23 2010 06:55 GMT
#293
Good review.
DoctorHelvetica <3
Zorkit
Profile Joined February 2010
Canada66 Posts
April 23 2010 07:19 GMT
#294
Watching that ultra tear up all those lings makes me wanna hop onto the OP bandwagon.
Desperadoh
Profile Joined April 2010
Denmark17 Posts
April 23 2010 12:43 GMT
#295
Well said, all those strong ranged units even makes the zealots look like wuzzes
widescr33n
Profile Joined April 2010
Sweden15 Posts
April 23 2010 13:03 GMT
#296
that was one of the most entertaining threads ive seen so far on TL!
On second thought, can we turn off the lights?
Hume
Profile Joined April 2010
United States2 Posts
April 23 2010 15:33 GMT
#297
This is a great read. Including the pictures and YouTube videos are a great touch as well.

Regarding the Zerg:
As they were the last SC2 race to be devloped by Blizzard, I sat expectantly waiting to have my mind blown by the creativity of the Zerg units and terrible doom which they'd inflict. It's been sort of lack luster though imhp. The broodlord is creative concept and an obvious beats on the battlefeld. The Queen's role provides a dynamic approach to massing an army and defending one's base. Banglings = wonderful and fun/crucial to micro.

I guess from an aesthetic point, all the other units seem sort of bland to me.
It is probably too late to hope for new units at this point in the game. eh?
skyeyesattelite
Profile Blog Joined April 2010
Canada56 Posts
April 24 2010 00:18 GMT
#298
zerg does seem like a boring race, and looks pretty easy to play.
hopefully blizzard makes nice changes in the future, you are right tho, they lack units =/
AHHHH GEEEE GEEEE!!!!
Janex1234
Profile Joined April 2010
United States3 Posts
April 24 2010 05:47 GMT
#299
thread agreeable...
AHHH PLAYGUUU!!!!!
imbecile
Profile Joined October 2009
563 Posts
April 24 2010 12:42 GMT
#300
The fix occured to me in one of those Brood Lord OP threads.

Ultralisk needs a researchable energy or cooldown based ability like charge (not auto cast though), let's call it assault, that blows up formations and kicks around non-massive and non-sieged units in an AoE (but does minimal or no damage). They already have a physics engine, can be used to great effect there.

What this does is it gives zerglings more space to surround, and thus increased their damage output. But it also can be countered straightforward with micro. If we then have the attack rate of Brood Lords decreased, so the amount of broodlings stays managable unless you face like 6-7 Broodlords, the Ultralisk tanking ability becomes much more important again.

The overall effect on the game will be (as hoped):

* nice synergy of zergling/ultralisk (also because they share attack upgrade)
* since zerglings are kept around for longer, the opponents will have to be more carful with pumping immortals and marauders, making ultralisks more viable again too
* hive isn't just to get Brood Lords anymore, but offers actual choice

And anyone concerned about units getting kicked around: remember that force field kicks units around AND blocks path.
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