[SC2B] Zerg: The Evolution (or Devolution) - Page 15
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Failsafe
United States1298 Posts
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DreaM)XeRO
Korea (South)4667 Posts
dont know too much about zerg in sc2 so ill take your word for it | ||
Bayern
United States25 Posts
Hella great post man! | ||
Shield
Bulgaria4824 Posts
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TelecoM
United States10635 Posts
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CursOr
United States6335 Posts
Though as Terran, Hydra/Baneling is already scary enough | ||
beetlelisk
Poland2276 Posts
On April 23 2010 04:22 Archerofaiur wrote: 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? | ||
Klin14
United States2 Posts
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jodogohoo
Canada2533 Posts
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Saracen
United States5139 Posts
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
Mexico5 Posts
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Iri
150 Posts
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. | ||
Atticus.axl
United States456 Posts
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Zorkit
Canada66 Posts
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Desperadoh
Denmark17 Posts
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widescr33n
Sweden15 Posts
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Hume
United States2 Posts
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
Canada56 Posts
hopefully blizzard makes nice changes in the future, you are right tho, they lack units =/ | ||
Janex1234
United States3 Posts
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imbecile
563 Posts
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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