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[SC2B] Zerg: The Evolution (or Devolution)
April 21st, 2010 17:13 GMT
Disclaimer: I am not a very good player. I was a B-/B rank Zerg player in SC1, and reached 1800 Platinum in SC2 before my account got wiped, so it may very well be that my opinions are incorrect. But what I want to do is try to shed some light onto why Zerg seems so stale so that the forum isn't clogged with whiny posts and stupid speculations and ridiculous proposed "fixes." I hope I'm bringing something new to the table.
“Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.“
For those loyal to this proud race, you cannot deny that there is something remarkably different in SC1 and SC2, something that cannot be attributed solely to the fancy new 3D graphics or the new units or the new mechanics. These things add up, and they make a race that feels completely different, that has evolved, for better or for worse, from the race we have grown to love and cherish.
No more of this two-dimensional nonsense... We've evolved to 3D!
I'm sure almost everyone can agree that the Zerg race needs some rework. Countless threads about this issue have littered the forums, screaming imbalance and lack of diversity. I want to stay as far away from balance as I possibly can and take a look at why everyone calls Zerg so "bland" and "dull" (I'm sure "roach/hydra ranged blob" rings a bell). What strikes me most is that the vast majority of proposed changes to Zerg call for the revival of old units like the Lurker, Scourge, and Defiler, WITHOUT considering the fact that SC2 is an entirely new game, and those units just wouldn't work quite right anymore. The proponents of change think the problem is Zerg doesn't have enough flashy spellcasters or cool new units, and they think the solution is to add in more. This is simply not the case.
This is not Warcraft in space!
What Went Wrong Zerg Army Composition and Diversity Let's go way back to that old and all-but-outdated game we know and love: Broodwar. Zerg was THE prototypical mass shit and go race. Mass expansions, mass drones, mass a ground army. But this ground army wasn't your typical ground army - in fact, it was as diverse and flexible as any army could be. You could have Zerglings and Lurkers, Hydralisks and Lurkers, Hydralisks and Mutalisks, Mutalisks and Zerglings and Lurkers, and the list goes on and on. The surprising thing is Zerg only had four basic units to work with in the midgame; they didn’t have any (viable) fancy schmancy spellcasters or units with amazing abilities. But somehow, it worked because each unit was viable in some way – each unit could put up a good fight against the Terran and Protoss arsenals.
Don't tell me you don't miss this shit. Zerglings and the Problem with Melee (and Ranged) Units Flash forward to SC2. Let’s count the number of buildable melee units the Zerg has. One, the Zergling. Two, the Ultralisk. Maybe you could count the Baneling as well, but I won’t because the way it works (the fact that it suicides) makes it unable to fulfill the constant-DPS role of melee units. But, you may say, SC1 only had two buildable melee Zerg units as well, the exact same ones, in fact. The sad and simple fact, though, is these melee units are not exactly the same. Let’s look at the prototypical Zergling. It should be small, fast, cheap, massable, right? And it fulfills all of these categories (perhaps somewhat abusively) in SC2, right? Maybe so, but there are two key things wrong with Zerglings that make them no longer viable.
1. They're not cute enough First, remember how Zerglings were the little terrorists of Broodwar; how they could raze a Terran or Protoss base in seconds flat. That is no longer the case: in fact, a brief skim of this thread shows that Zerglings were the only units with a DPS DECREASE in the transition from SC1 to SC2. So, whereas every unit evolved fearsome new spines or shiny new guns, the Zergling’s apparently suffered a bout of muscular atrophy. Second, remember that you never won a large midgame or lategame battle with mass Zerglings. You always had some complementary unit, most likely the Lurker or the Ultralisk. You may ask why these units synergized so well. The answer is simple – they were the tanks, allowing Zerglings to deal their ridiculous damage while soaking up enemy damage for themselves. And in the special case of Lurkers, they provided insane support DPS when fighting Marines and Zealots, the backbones of the Terran and Protoss armies. In SC2, if you try to combine the Zergling with the Hydralisk, the Zerglings rush forward, get auto-targeted and die. If you try to combine the Zergling with the Roach, the Zerglings rush forward, get auto-targeted and die. The fact of the matter is Zerglings simply have no complementary unit in SC2.
http://www.youtube.com/watch?v=wucEINuw5gg&feature=player_embedded Yeah, something like that. Surprisingly, though, the blame cannot rest solely on the Zergling’s small and fragile shoulders. The casual observer might say with infinitely large control groups and auto-surround, the buffs should outweigh the nerfs. But this is simply not the case for the sole reason that Blizzard completely butchered ranged units. And not just Zerg ranged units – all ranged units. With the addition of the Roach, the Marauder, and the Immortal, we now have ranged “tanks” that dish out terrible, terrible damage while being able to soak up a massive amount as well. In SC1, there was a phenomenon known as critical mass, where a group of ranged units (preferably with splash damage) were able to kill a near infinite amount of melee units once they reached a certain number. In SC2, combine the unkillable properties of your superbuff ranged units with the insane support DPS of the Hydra, the Stalker, the Colossus, and stim packs, and you get a ranged ball that’s nearly untouchable by melee units. This is why Lurkers, the tactical and defensive Zerg godsend, won’t work in SC2 (and why they didn’t work against mech in SC1); they just can’t work effectively against strong, high HP ranged units. This is why melee units are so much less effective, despite autosurround. And this is the why the game has devolved from a vast amount of Zerg playstyles to just Hydra/Roach. Zerglings simply are no longer cost-effective with the current state of the game.
The roach, a hardy fellow, said to be able to survive a nuclear holocaust...
The Mutalisk Problem Let’s be honest here, Mutalisks are what made the Zerg race in Broodwar tick. In fact, the arguably two most important race-specific skills for a Zerg player to have at higher levels are larva management and Mutalisk micro. It’s understandable that, with the advent of infinite control group select, Blizzard doesn’t want this to be available to the masses:
http://www.youtube.com/watch?v=U4ipBj1sO3M And that's only two control groups... But let’s face it. Muta micro was the best part about playing Zerg. Even Nada says so. But it was more than that – it was what separated the good Zergs from the great, and the Koreans from the foreigners. No one can deny that Mutalisk micro required an incredible amount of skill. For the best harass, you had to constantly babysit your flock, timing your attacks and pulls perfectly, knowing exactly where and what to harass, and teching/macroing at the same time. It required good hand speed, good decision making, and good multitask – something many could attempt but few could master. I will venture to say that Mutalisk micro is the best and most influential bug in Broodwar because it set the skill ceiling so much higher without compromising the learning curve. We can only cross our fingers and hope that something equally influential will be discovered (or, dare I say it, provided by Blizzard). But until then, we can only mash spawn larva and wait.
Yes, this is what Mutalisks really look like,
The Hive Problem Rushing hive was a common strategy in Broodwar. Sometimes it paid off, sometimes it didn’t. But, with Hive tech offering so many powerful and game-changing options, who could blame the rushers? In the two-dimensional days of yore, Hive tech provided an actually cost-effective Adrenal Glands, Ultralisks, Defilers, even Guardians if the situation called for them. But, with the shift to 3D, we seemed to have lost almost all reason to upgrade the swarm to its most fearsome form. What happened to our game-changing tier 3 spellcaster, our worth-the-cost tier 3 upgrades, and our super-buff-and-made-lings-viable tier 3 tank? The single saving grace, the one and only reason for Hive tech in SC2 is the Broodlord. I won’t talk about Broodlord balance because there are plenty of threads both open and closed about the topic. The point is, upgrading to hive is supposed to be the ultimate evolution for Zerg, the coup de grace that unleashes the utmost fury of the swarm. And this “utmost fury” should definitely not consist of a single unit.
The fury unleashed!
What Went Right We can’t have a thread that just complains about Blizzard, though. So hats off to the development team for the following innovations:
The Baneling Blizzard finally made the Infested Terran viable, and boy is it great. What I personally like most about the Baneling is the fact that, coupled with the Roach nerf, ZvZ is fun, exciting, and dynamic. When Banelings enter the picture in ZvZ, micro becomes so much more tense, and hand speed and accuracy become all the more essential. Banelings bring the micro back to ZvZ, and, combined with all of the different tech and unit options, give us a nice reprieve from the mass-range-1a of the other two matchups.
Tic tic tic ... BOOM!
Creep We whined and complained and threw a fit when we heard that Blizzard was going to “dumb down” the highly technical game we know and love. Enter: spawn creep tumor. Creep is great because it seems to be the best distinguisher between a great Zerg and a mediocre Zerg. Performing all of the possible actions required by a “great “ Zerg playstyle is not an easy task; you have to macro a round of units, spawn larva, spread overlords and generate creep, spawn a changeling, possibly take an expo. And this doesn’t even begin to mention microing (though, I’ll admit, microing is more positioning your army than babysitting). Add to the picture pooping out one or more creep tumors, and you’re going to have your hands full. But the benefits this generation of creep gives you is well worth the work. For one, Hydralisks and Queens are basically slugs without creep, and you can chase down retreating units, or quickly retreat yourself if you need be. On top of that, creep provides invaluable map vision and awareness. Given, it’s not a replacement for Mutalisk micro, but it’s a good start.
Going a little overboard...
The Nydus Worm Of the many (or few, depending on how you want to look at it) improvements of SC2, the Nydus Worm is definitely can’t be counted out. Perhaps the most fearsome-looking unit (and building) of the swarm, it provides much more than just aesthetic enjoyment. It gives you incredible mobility, and probably the only harassment opportunity available to Zerg at the moment, not including the watered-down-yet-just-as-expensive-excuse-for-muta-micro. It encourages Overlord spreading, mass expanding, expansion raids, and everything Zerg-y. The only thing that annoys me is that you have to rehotkey your entire army after each Nydus transfer (not much of an APM-intensive task, but annoying nonetheless), but this is definitely an improvement over the old Nydus system.
RAWRRRRRGGGGGHHHH
For Better or for Worse As expected from a beta, SC2 has been met with its ups and downs. Similarly, Zerg has seen vast progress as well as undesirable regression. It is not for me to say whether they have taken a cumulative two steps forward or two steps back, but no one can deny that there is room to improve. Broodwar set the bar high in terms of video game perfection, and a sequel should strive only to advance and surpass. Perhaps we will see another evolution of the swarm, and of the game that we will grow to love. But only time will tell.
For the swarm...
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Zerg is stale because they are saving units for the next 2 "expansions".
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Great post. Summed up how I feel about Zerg perfectly. I just wonder if any of this will get addressed at all, or we'll just sit here and wait for some future expansion that's supposed to band-aid it.
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great post i agree with it all.
i find z borringish but i dispise the other races and realise im personally bored not creeping the whole map and spawing larvas non stop lol
i thing make zegling speed upgrade a bit slower n buff them up a bit would be a tad better. But thats still a bad idea lol
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fantastic read, I agree 100%
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I totally agree with your analysis on the zergling problem, heh, I was actually making a thread about it and was looking for replays that illustrated it very well -_-.
/shoehorns what I wrote into this thread?
Zerglings in SC2.
1)Units clump more making surround less viable while at the same time making it easier (Lowers skill cap + Lowers skill scaling...lolwut...)
2)Zergling dps nerfed by ~20% due to easier early game surround (While late game surround becomes much less viable)
3)Zergling are now are obsolete meatsheilds due to the existence of the statistically superior roach
4)Zerglings are now obsolete as efficient dps due to the existence of the buffed hydralisks, who while doing much less dps per cost, scale effectively into lategame with higher dps per space (aka will be able to fit more in in a concave to attack) and ranged attack (same as prior+more versatile).
5)Need to tech to t2 for antiair.
6)Zerg now have effective anti-building units in the form of the hydralisk, which will actually outdps zerglings after getting enough hydralisks (As no more lings will be able to fit in)
7)Dark Swarm
8)npd narco has recently coordinated a massive drug bust on cocaine usage by zerglings. (~25% crackling dps nerf)
-Why this is bad-
As a result, zergling no longer fulfill their iconic roles as damage dealer with darkswarm and ultralisks, nor their iconic usage as disposable meat for the zerg army. Instead, they've been relegated to early game defenders and timing pushers, and lategame harrassers at best.
The lack of zerglings in the zerg army have removed the dynamic control factors of having to micromanage unit groups with wildly different movement patterns (Mutalisks, lings, lurkers), and instead, unit group that are able to succinctly coalesce into this big blob of shit (Hydraroach)
I would suggest a massive buff on crack for lings, and a slight nerf to speed. Crack>Speed. :o
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In addition:
The zerg suffer so much from overlap right now. Ultralisks overlap with roaches (as tanks) and broodlords (as t3 "ultimate" units). Zerglings can't find a place as damage dealers because of the predominance of hydralisks and the relative effectiveness of roaches (which food wise, are more effective at doing damage then zerglings once you get enough). Corruptors are finding a hard time doing anything considering the versatility of the mutalisk and the lack of a specialzied role.
In fact, the corruptor probably has the single most boring, mundane role in the game, and is only used to counter mass collosus.
This is incredibly strange because the zerg have the least units. Logically, they should have an easier time ensuring they all see play, but due to sloppy design and the inability to find a cohesive role for the roach, they see the least.
The biggest issue is Hydralisk/Roach, which are simultaneously too different to conflict with each other, yet at the same time, too alike to instigate inventive playstyles. A hydraroach army does not play differently then a mass roach army does. Both simply try and from good concaves and positions, and autoattack (In large numbers). The roach desperate needs to be scrapped or returned back to its original role, and the role of tank given to the ultra while the hydras power raw power as dps unit needs to be given back to the zergling. The broodlord on the other hand needs to remain extremely powerful, but needs major vulnerabilities such as low HP which it currently does not possess.
I feel like the treatment (lower dps) given the speedlings (A unit intended to dps and be meat) would be better served on the on the mutalisk, which instead receives better stacking abilities. The viking gets more of its damage shifted to +armored (just a bit) to compensate.
After these changes, mutalisks should be made to effectively stack like they did in bw. Theirs no reason not to reward this kind of skill heavy, engaging, entertaining (both to spectators and to players) play, one which requires heavy micro. The mechanics should be changed however, the current situation requires constant clicking at the mutas feet. Keeping this, but increasing the amount of time until the units drift apart would be an effective solution and maintains engagement despite multi-select.
At the same time, it wouldn't just be an -apm requirement. Spamclicking at the units feet drastically alters the way they move and behave, and requires a different kind of movement pattern on behalf of the player. Currently it does not provide enough gain, by providing more incentives, it doesn't just result in more skilled, yet objectively mindless play, it also results in creative usage of a unit as spamclicking air units requires you to move and position them in certain ways (For instance, you need to to make a judgement call between movement speed and how bunched your mutas are. spam clicking reduced the speed you can move them. It also rewards you if you make a bunch of small micro movements, instead of making longer movements across large areas, and thus, alters your playstyle and requires critical thinking on a situation by situation )
I'm afraid blizzard isn't taking these issues at face value though. I really wished they would rework several fundamental flaws in racial design, particularly in zerg, though I fear that they won't. I don't think its (entirely) out of finance/higher level decisions to mandate a june shipping date, I think a lot of the developers are just too fixated and attached to the things they made. Thats certainly understandable, but some things just aren't working. I remember reading that Dustin really has this personal attachment to the Roach. I do too actually, in its original incarnation. However, it no longer resembles the roach it was originally created as. Currently, some aspects of zerg play are simply not entertaining or engaging at all, like hydraroach.
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Really nice writeup, I think it pretty much captured almost every problem people have with Zerg nowadays. I can't really comment on it too much because I haven't played the Beta yet, but with so many threads going up about this issue, I think you're pretty much on the dot here.
I hope someone either finds some great new, hidden Zerg gameplay aspects to beef up the fun of this race, or Blizzard listens to the pleas of the people and changes some things around.
I'm really curious too as to what new units/gameplay changes the expansions will bring. Not just for Zerg, but for Terran and Protoss as well.
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You could have Zerglings and Lurkers, Hydralisks and Lurkers, Hydralisks and Mutalisks, Mutalisks and Zerglings and Lurkers, and the list goes on and on. The surprising thing is Zerg only had four basic units to work with in the midgame
Uh your a B zerg player so i know u know hydra/lurker mutalisk/lurker where pretty uncommon since yo need an easy 3rd gas for that and it delayed your hive tech. All in all good post but mid game in sc was domiantly mass hydra and lurker/ling im not counting transtions tho like from muta to lurker in zvt
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5673 Posts
Quality post. Into the spotlight.
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great op, I agree on almost all aspects.
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On April 21 2010 12:54 IndecisivePenguin wrote: I'm really curious too as to what new units/gameplay changes the expansions will bring.
I'm curious if we will have a somewhat properly designed Zerg without having to wait for the first expansion...
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On April 21 2010 12:57 Lollersauce wrote:Show nested quote +On April 21 2010 12:54 IndecisivePenguin wrote: I'm really curious too as to what new units/gameplay changes the expansions will bring. I'm curious if we will have a somewhat properly designed Zerg without having to wait for the first expansion...
As am I Lollersauce. I wonder what it would take.
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What an excellent article. I don't exactly agree with the mutalisk problem in SC2 as it didn't really make the Zerg devolve. However, the lack of effective hive tech is killing options right now, I agree. I've watched plenty of streams and games (not in the beta) and no Zerg player is using ultralisks over broodlords. Probably due to the extensive hard counters available in SC2 (Immortal, Thor). Zerglings seem to die wayy to quickly now.
Hopefully, the diversity issue gets fixed before release or the expansions will have a lot of work to do.
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great post man :D
Zerg dont necessarily need the lurker and the defiler and muta stacking, but they definitely need SOMETHING to replace each one (in terms of gameplay variety and technical skill), and they definitely dont right now
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As a zerg player in both BW/SC2, I agree on all your points.
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wow
Well said
Well said indeed.
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You've put into words, quite elegantly, about how ground in general feels off from SC1. Melee's need a little more umph! Kudos to you good sir.
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@ DaEm0niCuS Oh, I didn't think of that. But still, that shouldn't be a reason to make the current Zerg sub-optimal.
@ synapse I don't think a Defiler would fit well with the current game, but I don't really feel like backing up that statement. I will say, though, that I agree that Zerg needs a T3 caster.
@Half Good points. 
@ Ginko Current maps have easily accessible 3 gasses. Hydra/lurker is definitely viable in ZvP and is a common transition from the early muta/hydra. muta/lurker/ling used to be common, and though it's not "standard," it's still completely viable.
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I actually really like the new look for Zerglings and if we could get some cool cracklings, I'd love to see it with the new animations and models like a god damn cloud of death.
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great post.
agree on pretty much all fronts.
hopefully someone at blizz sees this and comes up with some solutions.
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saying 40 stacked mutas would be imba is like saying 40 stacked carriers would be imba
enough of anything imbalanced
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I read the entire thing. I'm glad it was all about the "whats here and now" rather than the "whats here and now... AND HERE'S HOW I WANT IT TO BE FIXED".
I agree on a lot of things here. And definitely the banelings
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I say buff the infestor and move him to t3 my motivation to going t3 is rly lacking
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On April 21 2010 13:07 andeh wrote: saying 40 stacked mutas would be imba is like saying 40 stacked carriers would be imba
enough of anything imbalanced
Hes talking about mutas stacking in sc2 in gerneral would be pretty op
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I really agree with what you mentioned about teching to hive. Other than the broodlord, I don't see much use out of it. Sure you need the hive for attack and carapace upgrades, but you can still do basically the same thing on lair. Especially with the roach hive upgrade nerfed, they need to make more of a reason to tech to hive.
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O_o ultra vs lings o_O
great post loved reading it
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Just wait for HoTS, the Lurker will be back....
I don't mind Zerg as is, except I'd like to see Ultras more used.
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Zerg is in need of a major overhaul, I agree. Right now the chief problem lies in the fact that the best solution to every problem is "make more units." What units function well vs every army? Hydra/roach.
Lets look at why this occurs:
In BW there was a progression of units. Units from each tech level gave a decisive advantage in ZvT and ZvP. However, over time those advantages waned and you had to move to the next progression to maintain control.
For example: In a typical ZvT, zerg has zerglings early and in large numbers, preventing terran from doing any major aggression until stim/medics/firebats are out on the field, so terran goes to fast expand and get his t1.5 tech. Zerg has to respond by making sunkens and turtling until t2 is ready for them, because zerglings are ineffective vs an MMF army. Zerg could make hydralisks, but they also are fairly ineffective and cost a lot of larva, money and don't give enough of an advantage to warrant making them. Zerg then chooses to go mutalisks, which force terran back into his base. This gives control to zerg to expand, eco, and upgrade. Over time the power of mutalisks fades as the size of the terran army grows, and the economy of his expansion kicks in. Eventually terran no longer has to fear the mutalisks and can move out to threaten zerg again. Zerg gets lurkers next. Lurkers slow terran's progression and force him to move in a slow push across the map, since small detachments fall easily to even a couple lurkers. Lurkers force a terran to use scans or wait for science vessels, limiting his ability to be offensive. Terran usually responds by getting a few tanks which outrange lurkers and a vessel. At this point zerg opts to get hive and get defilers out. Defilers provide zerg with extreme strength in a small area with dark swarm. At this point the game turns into a micro war of defilers laying down swarms, terran using mines and vessels to negate defilers, and zerg using scourge to clear out vessels so he can push forward.
This style of gameplay developed because simply "making more units" was not an effective solution. Sure you could make 40 zerglings and kill 12 marines 2 medics and 2 firebats, but then how will you kill the next 16 infantry? 40 more zerglings? That's a losing game.
Now lets goto SC2:
Zerg in SC2 makes these giant hydra/roach balls and a-moves to victory with pure macro. There might be some aspects of flanking and positioning in there, but aside from that there's little micro involved. Sounds like BW protoss to me, not zerg.
Zerg's solution to 90% of things in this game right now are "make more units." This is because given the large amount of larva spawn larva provides, coupled with the most cost effective earlygame unit, the roach, zerg doesn't NEED to tech to anything else to win fights. The only reason hydralisks exist is to kill air units and eventually in bigger armies provide dps from the back as roach hits a critical mass. If air units didn't exist in this game, I think there'd be no reason not to mass nothing but roach. You might say, well marauders and immortals "hard counter" roach. The problem is that, you can just make more roach and you'll probably come out on top with decent positioning/micro. There's no unit in this game that actually "hard counters" roach by rendering them ineffective, the way siege tanks + vessels counter lurkers for example.
The result of this is that there is no progression to the zerg army right now. Even if you had a very cost effective ground army vs roach, the answer is probably to make banelings or zerglings, a step backwards. By making roach available so early, and such a difficult unit to counter, Blizzard has made zerg into a race without progression. If it wasn't for hydras being t2, there wouldn't even be a reason to get lair other than overseers. Right now zerg gets lair to survive because their only other option is to make spore crawlers which is pretty sad. Zerg should be getting lair because it is necessary for their progression, not survival.
OP is very right about hive being completely useless except for broodlords. They need to fix the atrocity that is the ultralisks, make adrenal glands worth something, and probably give a hive tech spell to the infestor to make getting them in the midgame pay off in lategame as well, as well as give zerg a caster element to their army.
An idea I've heard quite a lot is to make hydralisks t1.5 again and roaches t2. I don't think this is the complete solution, but I think it is at least an attempt to bring back progression to zerg. I'd like to see roaches changed considerably if that were the case, probably into some sort of burrow-based unit. Right now burrowed roaches are a nice touch, or even gimmicky, but they hardly define the unit. The lurker won't fit with SC2 playstyle at all, but I think one thing people really miss is the force of detection on other players, as well as burrow being integral to zerg playstyle. Lurkers accomplished that in BW, so perhaps roaches can in SC2.
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On April 21 2010 13:37 Floophead_III wrote: Zerg is in need of a major overhaul, I agree. Right now the chief problem lies in the fact that the best solution to every problem is "make more units." What units function well vs every army? Hydra/roach..
It seems like we've come full circle from everyone complaining about hardcounters. :D
/totally agree. Hydraroach is too good at everything.
Seriously, I was, from day one, telling everyone to shut the fuck up about hardcounters, and that the percieved issue of hardcounters and randomness actually belied a deeper issue with SC2 play, and that hardcounters weren't any more prevalent then BW. People would just describe these problems that had with the game, which weren't in any way shape or form actually connected to hardcounters, then scream HARDCOUNTERS.
(This isn't directed at you . Just ranting a bit).
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@OP best post i've read so far on TL (only been here a few months) (other than the Smuft vs Idra match thread).. nice one.
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Great post. I think part of the solution could be to make the adrenal gland upgrade actually useful again. Doing so reintroduces the value of the zergling late game, and the ultra as a result cuz something needs to soak up all of the damage.
A half baked thought though- what if the nydus network and infestor pit were switched (kind of), so that the pit was tier 3, and the network was what you needed to get to hive? That way zergs are forced to get the network (leading to some cool offensive and defensive opportunities using that unit) while the tier 3 infestor could be reworked to truly reintroduce some threat as a powerhouse caster.
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On April 21 2010 13:42 Two_DoWn wrote: Great post. I think part of the solution could be to make the adrenal gland upgrade actually useful again. Doing so reintroduces the value of the zergling late game, and the ultra as a result cuz something needs to soak up all of the damage.
Thats what I'm really hoping for. Ideally we'd see hydralisk, roach, ultralisk and infestor reworks/big rebalancings, and I really hope blizzard pulls through, but I'm skeptical that they will.
A statistical boost to crack would be a realistic goal to strive for, its a succint, numeric change that would really benefit the zerg playstyle.
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On April 21 2010 13:35 0neder wrote: Just wait for HoTS, the Lurker will be back....
I don't mind Zerg as is, except I'd like to see Ultras more used.
This is what sadens me the most about the current state of Zerg, that people actually think that Zerg should endure for atleast one year with the current state of Zerg. Shouldn't Blizzard be very worried about a massive complain about how boring a race is before the game is even live?
I for one will switch race if the current Zerg goes live.
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Pretty good article, I enjoyed it : ) 2 thumbs up!
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great article!
How about one on terrans now? =D
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no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
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On April 21 2010 13:51 banmeifurgay wrote: great article!
How about one on terrans now? =D Terrans and protoss dont need an article like this, neither suffers from similar problems to zerg.
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On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
Very early replays of Sc1 are more interesting than the Sc2 we are seeing right now :/
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On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
probably wont respond since you want to keep your competive endge, but do you mind sending a replay with your infester play :D.
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On April 21 2010 13:56 UmmTheHobo wrote:Show nested quote +On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
Very early replays of Sc1 are more interesting than the Sc2 we are seeing right now :/ There are no replays of very early SC1. What are you talking about?
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On April 21 2010 13:56 UmmTheHobo wrote:Show nested quote +On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
Very early replays of Sc1 are more interesting than the Sc2 we are seeing right now :/
Very early replays of SC1 don't exist =\
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On April 21 2010 14:01 Jyvblamo wrote:Show nested quote +On April 21 2010 13:56 UmmTheHobo wrote:On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
Very early replays of Sc1 are more interesting than the Sc2 we are seeing right now :/ There are no replays of very early SC1. What are you talking about?
And when they were they were only intresting because they buged out and it like a completely diffrent game
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Awesome read.
I agree 100%, and as a SC1 Zerg Player, I'm very sad at the state of Zerg in SC2 (I cry when I go to sleep).
But as you said, things could change, and I really hope they do.
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On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
There's still no reason to get hive other than upgrades/broodlords at the moment. You can't argue that. They do need to fix up the way hivetech zerg behaves.
I do agree that we shouldn't expect to see zerg play evolve overnight into something at the strategic level of BW, but right now it feels like the roach doesn't have quite a defined role in the zerg army, so much as being a really good unit to get. Adrenaline needs a massive buff (50-100% atk speed) so zerglings can see usefulness lategame. Right now why would you get lings when you can make roach?
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On April 21 2010 14:00 Ginko wrote:Show nested quote +On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
probably wont respond since you want to keep your competive endge, but do you mind sending a replay with your infester play :D. sorry no, but i used them a lot in the starswar games, vods of those might be up eventually.
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Excellent thread. The zergling needs fixed, badly. I just don't see it used.
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On April 21 2010 13:40 Half wrote:Show nested quote +On April 21 2010 13:37 Floophead_III wrote: Zerg is in need of a major overhaul, I agree. Right now the chief problem lies in the fact that the best solution to every problem is "make more units." What units function well vs every army? Hydra/roach.. It seems like we've come full circle from everyone complaining about hardcounters. :D /totally agree. Hydraroach is too good at everything. Seriously, I was, from day one, telling everyone to shut the fuck up about hardcounters, and that the percieved issue of hardcounters and randomness actually belied a deeper issue with SC2 play, and that hardcounters weren't any more prevalent then BW. People would just describe these problems that had with the game, which weren't in any way shape or form actually connected to hardcounters, then scream HARDCOUNTERS. (This isn't directed at you  . Just ranting a bit).
see what I dont like about hard counters in SC2 is that theyre not nearly as interesting as they were in BW. For instance in BW archons counter mutas, but mutas could still be just as effective with great micro. Lurkers counter MnM but with great micro lurkers are awful vs MnM. Hard counters in BW were units that put the onus on the countered player to micro much more, counters didnt just do way extra damage or take way less damage from the units they counter. The immortal I think the epitome of the hard counter system in SC2 and its SO LAME. 2x more damage to armored and takes way less damage from large attacks. No amount of micro changes it.
The hard counter system isnt the worst thing about SC2 at all but I think it's not really that great.
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On April 21 2010 14:11 Floophead_III wrote:Show nested quote +On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
There's still no reason to get hive other than upgrades/broodlords at the moment. You can't argue that. They do need to fix up the way hivetech zerg behaves. I do agree that we shouldn't expect to see zerg play evolve overnight into something at the strategic level of BW, but right now it feels like the roach doesn't have quite a defined role in the zerg army, so much as being a really good unit to get. Adrenaline needs a massive buff (50-100% atk speed) so zerglings can see usefulness lategame. Right now why would you get lings when you can make roach? theres no reason to get hive other than broodlords? thats a pretty good reason. ultras are useful in some circumstances, which imo is better than in sc1 where it was "please god let me stay alive till i have freewin units", since theyre basically the only thing that can take a hsm and still fight an army. so if you get a terran whos sacrificing army strength to get a fleet of ravens ultra ling and map control becomes quite good.
lings are underpowered in almost all circumstances besides shutting down non banshee gayness early zvt though, that i would agree with.
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.
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On April 21 2010 14:12 IdrA wrote:Show nested quote +On April 21 2010 14:00 Ginko wrote:On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
probably wont respond since you want to keep your competive endge, but do you mind sending a replay with your infester play :D. sorry no, but i used them a lot in the starswar games, vods of those might be up eventually.
mind linking the starwars site? Also im sure we are ganna see you rape orb with them anyway so looking forward to that
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On April 21 2010 14:19 Ginko wrote:Show nested quote +On April 21 2010 14:12 IdrA wrote:On April 21 2010 14:00 Ginko wrote:On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
probably wont respond since you want to keep your competive endge, but do you mind sending a replay with your infester play :D. sorry no, but i used them a lot in the starswar games, vods of those might be up eventually. mind linking the starwars site? Also im sure we are ganna see you rape orb with them anyway so looking forward to that  A link to some of the vods can be found in the Stars War live-report thread. http://www.teamliquid.net/forum/viewmessage.php?topic_id=119768¤tpage=43
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How about overseer having a more useful spell other than spawn changling? They seem to have room for interesting spells.
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On April 21 2010 14:25 Jyvblamo wrote:Show nested quote +On April 21 2010 14:19 Ginko wrote:On April 21 2010 14:12 IdrA wrote:On April 21 2010 14:00 Ginko wrote:On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
probably wont respond since you want to keep your competive endge, but do you mind sending a replay with your infester play :D. sorry no, but i used them a lot in the starswar games, vods of those might be up eventually. mind linking the starwars site? Also im sure we are ganna see you rape orb with them anyway so looking forward to that  A link to some of the vods can be found in the Stars War live-report thread. http://www.teamliquid.net/forum/viewmessage.php?topic_id=119768¤tpage=43 ty sir!
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On April 21 2010 14:18 IdrA wrote:Show nested quote +On April 21 2010 14:11 Floophead_III wrote:On April 21 2010 13:51 IdrA wrote: no massing basic units is a solid, easy way to beat people who play poorly and a good way to solidify an advantage. a good z can beat a mediocre p in sc1 just by attack moving hydras, that doesnt mean theres no subtlety in sc1.
people werent abusing hive well at first, people didnt micro mutas at all. you really expect the game to be born with the depth that evolved over 11 years before?
hell, the infestor might be the best caster in the game all things considered and haypro, one of the best z's on europe, doesnt even think theyre worth making. dont construe bad player's approach to a 2 month old game as some kind of inherent flaw in the game.
There's still no reason to get hive other than upgrades/broodlords at the moment. You can't argue that. They do need to fix up the way hivetech zerg behaves. I do agree that we shouldn't expect to see zerg play evolve overnight into something at the strategic level of BW, but right now it feels like the roach doesn't have quite a defined role in the zerg army, so much as being a really good unit to get. Adrenaline needs a massive buff (50-100% atk speed) so zerglings can see usefulness lategame. Right now why would you get lings when you can make roach? theres no reason to get hive other than broodlords? thats a pretty good reason. ultras are useful in some circumstances, which imo is better than in sc1 where it was "please god let me stay alive till i have freewin units", since theyre basically the only thing that can take a hsm and still fight an army. so if you get a terran whos sacrificing army strength to get a fleet of ravens ultra ling and map control becomes quite good. lings are underpowered in almost all circumstances besides shutting down non banshee gayness early zvt though, that i would agree with. 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.
At least goons took 2 food and had the IQ of a retarded downsmonkey on meth. =P
And broodlords are DEFINITELY a good reason to get hive. However, they shouldn't be the only reason. Ultras might find a strong use ZvP by soaking coli hits, and they do make zealots evaporate stupid fast. Unfortunately roaches also make zealots evaporate so there's no reason to make ultras for that purpose.
Also, I'm terran, and I still think banshees might overshadow reapers in terms of pure gayness. Agree on that count.
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United States11390 Posts
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. But Blizzard has been repeatedly nerfing what makes the roach unique while it still remains a strong all-purpose unit.
Is it really that bad if Blizzard instead just emphasized what makes it unique while not making it such an all purpose unit?
Most zergs disgruntled with sc2 zerg want to play Zerg, not Protoss.
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You summed up my thoughts pretty well. Zergling viability in late game with tier 3 units should be fixed.
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Great post! I agree completely, I was just thinking of how terrible zerglings are late game -_-
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While I am impressed with the thought and effort that went into your post, I still think that only time can tell what the true potential of the races is even with the current state of the game. The part that I agree most with, however, is the idea that tier three should provide more units for Zerg to play with. Even on that note, I still think that it is too early to tell how the match ups will end up working next year, or the year after that, as people learn how the game is best fitted to be played on a professional level.
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Great post! i really hope it all ends well.
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i want to know what your wedding vows look like.
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great post, alot of effort went into it.
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Amazingly badass post. It's like reading an adventure. And I absolutely agree on flaws with zerglings. With the new game mechanics (aka clumping) and new upgrades (cough hellion damage upgrade) massing lings with your army in ZvT is worthless. Instead of soaking damage or dealing damage like they used to, they just melt... literally.
I can't speak for ZvP, but if Protoss gets a good amount of colossi, it feels to me like lings are made useless yet again.
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This is fucking brilliant. I'm hoping a lot of people at blizzard read this... this is not only full of useful critiques but also points out specific holes in the Zerg build that can be fixed to re-vitalize the race. Mad props man. I was waiting for a thread like this to drop. You can really tell how much thought you've put into what makes the new Zerg different from the old... in many different aspects. So welldone. Make everyone who's developing SC2 read this!
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Great post! I've only played a few games of sc2 but I agree Zerg is a little boring.
I would like Blizzard to keep going from where they left off in BW but maybe Blizzard is trying to leave room for more fun units in the expansions. Like they did with sc1 and BW. With BW Blizzard added medics, valkyries, lurkers, guardians, devourers, dark templar, and corsairs. Sorrry if i left anything out. If they included all the goodies in the first one the expansions would end up being extra campaigns.
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awesome article. tasteful yet biting.
On April 21 2010 12:40 DaEm0niCuS wrote: Zerg is stale because they are saving units for the next 2 "expansions".
this is exactly how i feel.
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I really like this article. Zerg was my main race in BW, but I have very little interest in playing them in SC2. They just seem so bland and boring. I'm sure blizzard will find a way to make them as powerful as the other races, but I'm not so sure they'll have any interesting strategies without an expansion.
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sars u were never b/b- zerg player lol
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Baa?21242 Posts
OMG THE ZERGLING PICTURE AGAIN <3
Great write-up, sums up everything nicely.
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brilliant post! although to be fair 1800 in platinum isnt a bad player!
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Really nice write up. Pondering various things you said but so far I don't see anything I disagree with and a whole lot I do agree with as someone who plays a fair chunk of the zerg in sc2.
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Saying zerglings in sc2 suck detracted from whatever point you were trying to make.
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It's a very nice read and I agree with much of the stuff, but I have to disagree on certain points you've made:
1) Zergling support and other Melee-Units: Personally, I think of the Banelings as kind of a Melee Unit and it's also very great when supported by mass-speedlings, although it's not in the same way as Mutas/Ultras+lings in BW, where the lings where the DMG-Dealers and the other Units were there to soak up DMG, nonetheless theres a good synergy there. Also, I think the Infestor with fungal growth is a very good support-Unit for the Zergling.
Zergling Counterattacks and runby's: In your text, it sounded like Zergling-harrass and counterattacks weren't viable in SC2 anymore, with what I would clearly disagree. Speedlings are so fast and it's very hard to block them, so they get into the enemys base fast and easy. Only problem is, that the AI is kinda messed up when you want to attack probes with anything, so you need to micro them carefully.
But I totally agree with you on all the other points and I think even with infinite Group-selection, Mutamicro wouldn't be IMBA, because not only would Mutastacking get better with bigger Groups of Mutas stacked together, but also Splash-DMG, from the Thor, HSM, Archon. Storm, Fungal Growth etc. so you could easily balance it by tweaking the Units that deal splash-DMG.
About the Hive-Tech: This one is kinda messed up for Z now anyways, with Broodlords being totally OP, Ultralisks so rarely used etc.
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Thanks for your post Saracen, great read!
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Great writeup! Lets hope that the zerg will change in the future in SC2.
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I believe that one of the major problems with Sc2 is that there are no tier 2 units that provide the same reward for the attention spent as there was for SCBW. The two tier 2 choices were: The Lurker and the Mutalisk. Both of which require a huge amount of attention and skill to use properly, but boy, when you did use them properly, the pay off was huge.
The two options we currently have in Sc2 are the Hydralisk and the Mutalisk. The Hydralisk is slower and fatter and promotes a-moving. Not nearly as exciting to play with or watch as the tier 2 equivalent from SCBW. The Mutalisk on the other hand is arguably the same as before, except you cannot really micro them anymore. Thus, the 2 options you have in the mid-game (arguably the most important part of the game, especially since hive tech is so boring/weak now) lack any sort of good attention-to-payoff ratio type units. Both the hydralisk and the mutalisk simply cannot compare to the way the lurker and the mutalisk allowed for beautiful and enjoyable gameplay.
i agree that the baneling is a good addition.. However, with the abundance of relatively early "armored" units, the baneling quickly loses its potency, and thus doesn't get much screentime past the early-mid game.
In short, blizz needs to add or modify units to give more pay-off for attention spent on them.
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Wow nice writeup, haven't seen such good article for a while now ;P.
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op is right. i hate to play every game against roach/hydra into broodlords. and if i go random and end up getting z i go mass roach into broodlords or roach/hydra into broodlords.
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I'm a little bit worried about zerg right now, mainly I'm afraid that game will go live with zerg unchanged/unbalanced....;/ Zerg insn't finished.
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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.
Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing.
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What an awesome write-up, nice job.
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This will all be fixed... in the next expansion.
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TLO is massing infestors in most of his games and wins often even when he is far behind thanks to their spells, while others preffer to whine zerg has no caster wtf?
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The Zergling damage nerf is probably my only real problem with zerg right now. I so loved flooding terran bases with 200-300 zerglings and watching it fall in seconds. Ah, good times.
Great post, btw. Very well written.
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On April 21 2010 20:36 XicalaAera wrote: The Zergling damage nerf is probably my only real problem with zerg right now. I so loved flooding terran bases with 200-300 zerglings and watching it fall in seconds. Ah, good times.
Great post, btw. Very well written.
really, 150 supply in zerglings? ^^
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On April 21 2010 19:05 Slunk 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. Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing. thats not true at all, zeal/goon was just fine mid game pvt. yes support units made it stronger and were necessary in some situations, just like infestors banelings and corruptors make hydra roach stronger and are necessary in some situations. to be honest straight zeal/goon pvt was more viable than straight hydra/roach is since the nerf. you let a collosus or templar near hydras and they evaporate and roaches dont tank nearly as well as they did.
and, again, this is mostly being judged on games with at least one bad player. you cant just macro and amove against someone who is as good as you in a standard game.
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On April 21 2010 20:43 IdrA wrote:Show nested quote +On April 21 2010 19:05 Slunk wrote: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. Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing. thats not true at all, zeal/goon was just fine mid game pvt. yes support units made it stronger and were necessary in some situations, just like infestors banelings and corruptors make hydra roach stronger and are necessary in some situations. to be honest straight zeal/goon pvt was more viable than straight hydra/roach is since the nerf. you let a collosus or templar near hydras and they evaporate and roaches dont tank nearly as well as they did. and, again, this is mostly being judged on games with at least one bad player. you cant just macro and amove against someone who is as good as you in a standard game.
If you go zealot goon without arbiter or HT support you're asking to be fucked
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he was talking about the midgame, if you go pure hydra roach against a fleet of ravens or large number of collosus' with an econ to back it up you're gonna get fucked just as hard.
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Summed up how I feel about the game , but the steps backwards are larger than thoose stepped forward. Since muta micro and such was the fun thing in BW , with nothing extraordinarily fun im going back to play broodwar and hope they fix this game in a year or 4
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nice OP indeed I would really love seeing another "tactical" unit combined with gling as lurker was... but no lurker please I want new !
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Must post in this epic and the reincarnation of truth topic.
Thanks OP for wording everything so well!
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I didn't think Blizzard could make me regret ling/scourge/muta ZvZ, but they did :/
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On April 21 2010 20:43 IdrA wrote:Show nested quote +On April 21 2010 19:05 Slunk wrote: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. Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing. thats not true at all, zeal/goon was just fine mid game pvt. yes support units made it stronger and were necessary in some situations, just like infestors banelings and corruptors make hydra roach stronger and are necessary in some situations. to be honest straight zeal/goon pvt was more viable than straight hydra/roach is since the nerf. you let a collosus or templar near hydras and they evaporate and roaches dont tank nearly as well as they did. and, again, this is mostly being judged on games with at least one bad player. you cant just macro and amove against someone who is as good as you in a standard game.
In PvT that's kinda true for your main army composition to rely on zealot/goon until arbiters arrive, which are pretty high up the techtree, but not nearly as high as broodlords. Also they are much cheaper in tech and resources, especially with zealot/goon being mineral-heavy. What separates goon/zealot from roach hydra is the fact that protoss in SC1 had a choice in the opening. You could open with DTs and get arbiter off two bases, since you have the tech buildings allready (imagine going for mutalisk harrass into two base broodlord/hydra/roach, not viable at all) or you go for reaver harass or you stay defensive to grab a quick third. SC2 zerg on the other hand is much less flexible there are no beautiful transitions (yet). You start making roaches and hydras and you are forced to keep on doing this or you die. Then you have to hit the right timing to transition to broodlords, you have enough units inorder not to die, but get BLs in time to roll your opponent. I am not saying that roach/hydra is overpowered or something, I just dislike the fact that it is the only branch that works in both non-mirrors.
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seriously, im not someone whos shouting out "game is unbalanced" or.. "imba" etc.. i never did in wc3 or bw.. its all about the skill of the players who are facing each other, but seriously.. zerg isnt finished yet, as IrVeNoJu just said... im not saying zerg is weak, but cmon....
1) Zerg NEEDS anti air on t1...(and i dont want anyone to say: u got queen/tower or shit like that, its ridiculous how terra/toss can own u within seconds if u aint got a few hydras out just in time.. what about those banshees? wtf is this? that damage is ridiculous, way too strong.. and that range..cmon or those vikings can fuck you up really hard as well.. and sorry to add this, but... marauder+thor combo = really strong ._.
2) Zerg got no "real" way to scout.. oh yea cmon, u cant get in any base if ur not playing against a total noob, so theres no way to scout for you, and if u actually manage to scout with an overlord, its way too late and u'll lose that overlord, terra+toss back again with their nice scout..
3) i want luuuurkers back o.o =)
4) what is wrong with those mutas? aint of any use, only in zvz and even there its pretty rare
5) whats the use of broodlords or ultras, aint using them anyway, and really expensive..only unit really being used are zerglings, roaches and hydras..
6) we need a caster.. an useful one.. as in bw
and some general problems:
a) theres 0 micro in this game... b) if theres a big fight, u cant just kill some workers off of ur enemy, cuz it says "ur drones are being attacked" and not just "ur under attack"... its made way too simple c) games are over way too fast................ one of the reasons u aint getting any broodlords or ultras, it almost never happens that u'll manage to get into late game
yea, it may all sounds really noobish and it may look like im crying xD but.. i've just had to get it off my chest
and i know, zerg isnt weak, but.. its lacking a few things, it isnt finished yet.. and im not still a bronze player having general problems with this game, im a platinum zerg and its getting worse and worse every day.. people there are pretty ok, but.. still i wouldnt say they are so much better than me, its just SO hard against especially terra
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Dear Seijuro,
do you have any clue what you are talking about?
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Neat, excellent writeup. Playing Z now I definitely feel like all matchups revolve around getting either roaches or hydras quickly depending on what opponent is doing and... then making more of them. There are some situational units like corruptors, infestors or banelings you can make but my game plan doesn't seem to need to evolve past that T2 backbone with range atk upgrades.
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Dear Turbo.Tactics,
do you even have a beta key?
PS: u dont have to answer, its a rhetorical question.
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Great post, I really enjoyed reading and I agree with every point you made.
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On April 21 2010 21:48 Slunk wrote:Show nested quote +On April 21 2010 20:43 IdrA wrote:On April 21 2010 19:05 Slunk wrote: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. Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing. thats not true at all, zeal/goon was just fine mid game pvt. yes support units made it stronger and were necessary in some situations, just like infestors banelings and corruptors make hydra roach stronger and are necessary in some situations. to be honest straight zeal/goon pvt was more viable than straight hydra/roach is since the nerf. you let a collosus or templar near hydras and they evaporate and roaches dont tank nearly as well as they did. and, again, this is mostly being judged on games with at least one bad player. you cant just macro and amove against someone who is as good as you in a standard game. In PvT that's kinda true for your main army composition to rely on zealot/goon until arbiters arrive, which are pretty high up the techtree, but not nearly as high as broodlords. Also they are much cheaper in tech and resources, especially with zealot/goon being mineral-heavy. What separates goon/zealot from roach hydra is the fact that protoss in SC1 had a choice in the opening. You could open with DTs and get arbiter off two bases, since you have the tech buildings allready (imagine going for mutalisk harrass into two base broodlord/hydra/roach, not viable at all) or you go for reaver harass or you stay defensive to grab a quick third. SC2 zerg on the other hand is much less flexible there are no beautiful transitions (yet). You start making roaches and hydras and you are forced to keep on doing this or you die. Then you have to hit the right timing to transition to broodlords, you have enough units inorder not to die, but get BLs in time to roll your opponent. I am not saying that roach/hydra is overpowered or something, I just dislike the fact that it is the only branch that works in both non-mirrors. arbiters are pretty much the highest tech sc1 p had, same level as carriers. and again, not true. roach-> roach/hydra isnt even the best opening vs t, much less mandatory. roach/hydra isnt the best army composition vs most protoss armies, and the roach:hydra ratio still varies alot according to their ratio when it is. if you just spam roach hydra and attack move you arent gonna win much vs good people. muta/ling is nearly as good as hydra/roach in macro zvz's now, and theres all kinds of gay shit thats viable early game.
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Good post. Can agree in a lot of points especialy hive tech. The only reason to go hive for me is the Greater Spire because ultras get countred so easily by lower tier units(hello rauder, immo) and the zergling claw upgrade doesnt seem nearly as strong as in BW and lings die like flies to a lot of stuff anyways. Also no t3 caster?
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United Kingdom12022 Posts
I just want to add this point. I played Brood War for a few years and I seriously don't understand how people say the zerg army lacks diversity. It's no less diverse in SC2 than it was in SC1.
In SC1 the only difference you had from a massive hydra blob was generally a few lurkers which came from Hydras anyway, one or two defilers and just a bunch of lings. I've come across players later game with a hydra/roach blob, with lots of lings to support, a few mutalisks for picking off units and a couple of infestors. I would say that's pretty much the same sort of diversity right?
It's definately as Diverse as Vanilla SC was, when Zerg didn't have the lurker.
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greats posts in here OP and Half were nice to read and i agree with everything said
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On April 21 2010 22:05 IdrA wrote:Show nested quote +On April 21 2010 21:48 Slunk wrote:On April 21 2010 20:43 IdrA wrote:On April 21 2010 19:05 Slunk wrote: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. Yeah, the dragoons are similar to the roach, but if you compare hydra/roach and lets say zealot/dragoon (the combination of the two most basic units of their respective races), the biggest difference is that with zealot/dragoon you cannot win even in the midgame, while roach/hydra are viable from early to late game. The protoss gateway units were all the same in all matchups in SC1, but in order to be effective they had to be supported by spellcasters or other higher tech units (HT/reaver/arbiter/carrier), observers etc. Gateway units by themselves just melted to terran mech and mass hydras. Yes, you can support hydra/roach aswell, but other than broodlords, nothing is really game changing. thats not true at all, zeal/goon was just fine mid game pvt. yes support units made it stronger and were necessary in some situations, just like infestors banelings and corruptors make hydra roach stronger and are necessary in some situations. to be honest straight zeal/goon pvt was more viable than straight hydra/roach is since the nerf. you let a collosus or templar near hydras and they evaporate and roaches dont tank nearly as well as they did. and, again, this is mostly being judged on games with at least one bad player. you cant just macro and amove against someone who is as good as you in a standard game. In PvT that's kinda true for your main army composition to rely on zealot/goon until arbiters arrive, which are pretty high up the techtree, but not nearly as high as broodlords. Also they are much cheaper in tech and resources, especially with zealot/goon being mineral-heavy. What separates goon/zealot from roach hydra is the fact that protoss in SC1 had a choice in the opening. You could open with DTs and get arbiter off two bases, since you have the tech buildings allready (imagine going for mutalisk harrass into two base broodlord/hydra/roach, not viable at all) or you go for reaver harass or you stay defensive to grab a quick third. SC2 zerg on the other hand is much less flexible there are no beautiful transitions (yet). You start making roaches and hydras and you are forced to keep on doing this or you die. Then you have to hit the right timing to transition to broodlords, you have enough units inorder not to die, but get BLs in time to roll your opponent. I am not saying that roach/hydra is overpowered or something, I just dislike the fact that it is the only branch that works in both non-mirrors. arbiters are pretty much the highest tech sc1 p had, same level as carriers. and again, not true. roach-> roach/hydra isnt even the best opening vs t, much less mandatory. roach/hydra isnt the best army composition vs most protoss armies, and the roach:hydra ratio still varies alot according to their ratio when it is. if you just spam roach hydra and attack move you arent gonna win much vs good people. muta/ling is nearly as good as hydra/roach in macro zvz's now, and theres all kinds of gay shit thats viable early game.
Well, if you are so sure about your opinion, then I am looking forward to your games in the HDH, maybe the asian server's zergs are further ahead with the zerg race then us white chobos. Actually I rarely get to see high level games with zerg players, the last being Machine vs Nazgul, where Machine just rushed to hydras and added roaches and spine crawlers later.
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I agree that zerg is not finished as many people are saying. Still the main issue with SC2 for me with all races is that the gameplay amount of possibilities is much more limited than in bw. It seems to me that bigger army always wins and the whole thing is about having better/bigger army whereas in broodwar it was more about battle tactics. For instance 3 well placed siege tanks could defend much bigger protoss or zerg army, small amount of lurkers could defend protoss fairly well unless he had mass goon + obs or very good storms. Few HT's with 3 cannons could hold zerg's attack very well. I miss these things in SC2. I thing the gameplay/tactics has less options than in bw. The game is a lot of fun to play, but still missing some very important elements or we will just have to figure these things out.
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infestors should get a really strong spell on t3, possibly a spell which you can combine with ultras so that they become a bit more useful
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On April 21 2010 22:46 Ricjames wrote: I agree that zerg is not finished as many people are saying. Still the main issue with SC2 for me with all races is that the gameplay amount of possibilities is much more limited than in bw. It seems to me that bigger army always wins and the whole thing is about having better/bigger army whereas in broodwar it was more about battle tactics. For instance 3 well placed siege tanks could defend much bigger protoss or zerg army, small amount of lurkers could defend protoss fairly well unless he had mass goon + obs or very good storms. Few HT's with 3 cannons could hold zerg's attack very well. I miss these things in SC2. I thing the gameplay/tactics has less options than in bw. The game is a lot of fun to play, but still missing some very important elements or we will just have to figure these things out. Totally disagree here. There are plenty of defensive strategies available, and lots of cool choke/static defense action. It's entirely possible to defend with fewer units and good static defense.
Moreover, I think it's clear that new strategies are coming out all the time. People are still playing the game at a very basic level (i.e., mass units), but you have your innovators and you have your cool new strategies. (Remember when the baneling bust-in was new? When forcefields really started being used?)
RE: the OP. I like zerg a lot, but I agree that they are overall kind of boring to play (compared to the other races). I think you completely underestimate the power of zerglings, and I like how they tend to come in much bigger masses now than they did in BW.
I also think the ultralisk is undervalued, but the other races do have ways of easily immobilizing it, which isn't cool. (I still think FF should be destructible).
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I like the new units. But i miss Defiler and Lurker so much that i would trade them for any other new units
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No amount of metagame evolution is going to make up for the fact that infestors don't have a game changing spell remotely close to darkswarm or plaguuu. No amount of metagame evolution is going to make up for the fact that Hive tech is bleh because the only really interesting option is broodlords which take a greater spire (which takes forever and a day to upgrade), and Ultras won't be used (probably not even with a buff) simply because the ranged attacks upgrade path is a lot more convenient with zerglings not really being able to kill anything past a few minutes into the game, and roach/hydra being so efficient. No amount of metagame evolution is going to make up for the fact that Zerg is short a unit or two compared to Terran or Toss and feels less diverse for this very obvious reason.
I don't think anyone is asking for Zerg to be overpowered, just that they should be as fun to play as the other races in terms of new toys and unit mechanics. Right now the consensus appears to be that they're not.
Edit: oh and let's not forget the general feel of the race in SC2, with the "anal butt-queen" screaming for mineraaaaals and the general consensus being that Zerg sounds are unimpressive at best.
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zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k
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great post. I never thought about it, but having more viable uses for zerglings in the mid- to late-game would definitely make things more interesting for zerg unit compositions.
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I hope that whole second paragraph was j/k. =D
I agree that either the infestor needs a new spell or the zerg need a new caster-like unit (or something with more interesting mechanics). Hive tech probably needs improvement -- but no, ultras are (and can be made more) kickass as support units. (They will probably never be good massed or as the core of an army).
Zerglings I've always thought of as being very, very useful for their speed in the mid- to late game. They are good scouts and snipers (esp. of expos). They can also be used to run around tank units and mow down casters, etc. So don't knock the zergling.
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THIS IS AMAZING!
i love you >_< come back to me this summerrrrrrrrr
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On April 21 2010 23:01 suejak wrote:Show nested quote +On April 21 2010 22:46 Ricjames wrote: I agree that zerg is not finished as many people are saying. Still the main issue with SC2 for me with all races is that the gameplay amount of possibilities is much more limited than in bw. It seems to me that bigger army always wins and the whole thing is about having better/bigger army whereas in broodwar it was more about battle tactics. For instance 3 well placed siege tanks could defend much bigger protoss or zerg army, small amount of lurkers could defend protoss fairly well unless he had mass goon + obs or very good storms. Few HT's with 3 cannons could hold zerg's attack very well. I miss these things in SC2. I thing the gameplay/tactics has less options than in bw. The game is a lot of fun to play, but still missing some very important elements or we will just have to figure these things out. Totally disagree here. There are plenty of defensive strategies available, and lots of cool choke/static defense action. It's entirely possible to defend with fewer units and good static defense. Moreover, I think it's clear that new strategies are coming out all the time. People are still playing the game at a very basic level (i.e., mass units), but you have your innovators and you have your cool new strategies. (Remember when the baneling bust-in was new? When forcefields really started being used?) RE: the OP. I like zerg a lot, but I agree that they are overall kind of boring to play (compared to the other races). I think you completely underestimate the power of zerglings, and I like how they tend to come in much bigger masses now than they did in BW. I also think the ultralisk is undervalued, but the other races do have ways of easily immobilizing it, which isn't cool. (I still think FF should be destructible).
Suejak you might be actually right, but anytime i try some kind of get eco advantage with smaller cost of defence (defend more efficiently than he can attack) i get runover anyways. If i try to do some cute overlord hunt or ecoline drops, it seems not efficient enough and that's why the best tactics choice is still macro big army and a-move
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United Kingdom12022 Posts
On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k
Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous.
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On April 21 2010 23:44 Qikz wrote:Show nested quote +On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous.
And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors.
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So don't use zerglings against mass marines, lol. Seems so simple to me.
Zerglings are still good at tactical play mid- to late-game. AND, yeah, they're good against units that wipe out roaches.
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i kinda like that one idea about making nydus network the prereq for hive tech and then making infestors t3
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Really great job on this article. You did a good job on a lot of points, especially staying clear of the balance issue and using representative examples.
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Very good post op, you really hit the spot with this.
On April 21 2010 12:40 DaEm0niCuS wrote: Zerg is stale because they are saving units for the next 2 "expansions". This is indeed a really big problem. My guess is that Blizzard has lots of cool ideas for all races and the only thing stoping them is the plans for the expansions.
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United Kingdom12022 Posts
On April 21 2010 23:51 Slunk wrote:Show nested quote +On April 21 2010 23:44 Qikz wrote:On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous. And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors.
Seriously, in every game I've played so far in TvZ, a mass bunch of zerglings can just roll over my entire infantry. Especially if a fungal growth goes off aswell, zerglings are amazing.
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On April 22 2010 00:53 Qikz wrote:Show nested quote +On April 21 2010 23:51 Slunk wrote:On April 21 2010 23:44 Qikz wrote:On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous. And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors. Seriously, in every game I've played so far in TvZ, a mass bunch of zerglings can just roll over my entire infantry. Especially if a fungal growth goes off aswell, zerglings are amazing. Anecdotal remarks aren't really pertinent without replays.
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On April 22 2010 00:53 Qikz wrote:Show nested quote +On April 21 2010 23:51 Slunk wrote:On April 21 2010 23:44 Qikz wrote:On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous. And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors. Seriously, in every game I've played so far in TvZ, a mass bunch of zerglings can just roll over my entire infantry. Especially if a fungal growth goes off aswell, zerglings are amazing.
You can't be serious saying that a mid-late game M&M army gets killed by Zerglings+FG?
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Well written post, you rolled up all my felings for the zerg atm.
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Excellent post, really enjoyed it.
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Great article and an enjoyable read.
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Zerg definitely got the least designer love 'till now. I played Zerg in BW, but don't even consider it on SC2...
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On April 22 2010 00:59 Toun wrote:Show nested quote +On April 22 2010 00:53 Qikz wrote:On April 21 2010 23:51 Slunk wrote:On April 21 2010 23:44 Qikz wrote:On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous. And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors. Seriously, in every game I've played so far in TvZ, a mass bunch of zerglings can just roll over my entire infantry. Especially if a fungal growth goes off aswell, zerglings are amazing. You can't be serious saying that a mid-late game M&M army gets killed by Zerglings+FG? nah but it gets rolled over by benelings
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On April 22 2010 01:23 lolreaper wrote: nah but it gets rolled over by benelings
Well I feel that a combination of all anti-infantry units Zerg has at it's disposal should be able to take out M&M.
Not to mention the amount of micro it takes to land FG+Blings on a competent Terran.
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On April 22 2010 01:30 Toun wrote:Show nested quote +On April 22 2010 01:23 lolreaper wrote: nah but it gets rolled over by benelings Well I feel that a combination of all anti-infantry units Zerg has at it's disposal should be able to take out M&M. Not to mention the amount of micro it takes to land FG+Blings on a competent Terran. i dont get why zerglings (alone) should be able to kill mmm ball (they werent able to do this in sc1 as well), they are still very effective vs small numbers of marine, marauders (terrans usually have to wall in tvz) and work very well in mix with benelings/roach/ling even in big battles. As for the micro trying to beat beneling based army with MMM isnt exacly a+move fight for terran so i fail to see how is that harder for zerg.
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I completely agree with this post, and sincerely hope blizzard reads it and understands what sort of position we as zerg players are being put into.
with the roach regen buff at hive being absolute garbage now, the only reason to EVER go hive is for broodlords, that's it, nothing else.
If we look at what's even available at hive, it's fairly pathetic:
lvl 3 upgs Broodlord Ultralisk + 2 ultra upgs adrenal glands Organic carapace
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On April 22 2010 01:30 Toun wrote:Show nested quote +On April 22 2010 01:23 lolreaper wrote: nah but it gets rolled over by benelings Well I feel that a combination of all anti-infantry units Zerg has at it's disposal should be able to take out M&M. Not to mention the amount of micro it takes to land FG+Blings on a competent Terran. you point, you click, you attack move. how much easier do you want it to be?
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United Kingdom12022 Posts
On April 22 2010 00:59 Toun wrote:Show nested quote +On April 22 2010 00:53 Qikz wrote:On April 21 2010 23:51 Slunk wrote:On April 21 2010 23:44 Qikz wrote:On April 21 2010 23:15 summerloud wrote: zerglings should be improved, and so should their counters - hellions already rape them, but archons definitely need improvements
i think a lot of diversity could be created if hydras would deal +armored and roaches +light. make roaches a dedicated zlot/marine killer, maybe even give them splash dmg and let them shoot while burrowed
ok that last part was j/k Wait, why should zerglings be improved? With upgrades they literally rape any form of Terran infantry already. They just auto surround and kill marines so fast it's ridiculous. And by everything you mean marauders? The interaction of zerglings with marines and zeaots are the reason they suck so hard. One zergling does not kill a marine anymore and it takes at least one more zergling to kill one zealot now. The only units zerglings are kinda good against are marauders, immortals and thors. Seriously, in every game I've played so far in TvZ, a mass bunch of zerglings can just roll over my entire infantry. Especially if a fungal growth goes off aswell, zerglings are amazing. You can't be serious saying that a mid-late game M&M army gets killed by Zerglings+FG?
Obviously not just zerglings and fungal growth, but it leaves your army massively vunerable as your health ticks down by 36 in the growth. All that happens is you get fungal growth'd. All of your units are basically already dead, you can't stim and a few roaches or mutas with a massive amount of lings just kill the army.
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Just go to say : sweet post bro
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On April 22 2010 00:05 wonksaggin wrote: i kinda like that one idea about making nydus network the prereq for hive tech and then making infestors t3
This would be a good idea, but then NP would need a range of 9, infested terrans would need to spawn 5/cast or be buffed to 5x what they are currently, and FG would need to do 60+ damage or have an additional effect, like increasing damage taken by 4
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Great post, congrats on spotlight!
The race I've come to love the most, my dear zerg are not as fun on SC2 Hopefully we'll see something come out of this.
ps. The zerling issue is my biggest concern. Except for zvz you just don't see it being used in a cost effective way anymore.
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On April 22 2010 01:39 lolreaper wrote:
You missunderstand me if you think that I want Zerglings to alone kill of M&M, I only wanted to point out that Zerglings alone can't kill M&Ms.
Idra: This can be said about any unit in the game, but in reality you need to flank alot to land blings+FG. Im not saying you need godlike micro to pull it off, all I say is that a-move doesn't work that well with a wall of Marauders protecting the Marines.
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pardon me, i forgot move commanding until you're near the marines. you have an easy to use spell that immobilizes them. it literally could not be easier.
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Just a passing thought but maybe the nerf on lings and changes overall are related to the paper mache like construction of buildings in sc2?
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The nerf on lings is only to balance out autosurround, which to be honest is not a fair balance. Lings are pretty much worthless vs good protoss because of forcefield anyways. Vs terran they have medivacs that can just outheal the dps of a ling. Combine that with the ball mechanic of ranged units and lings just don't do too much to bio armies. Vs mech they're a lot stronger though in my experience. Hellions can only kill so many and tanks will splash your own units regardless =/
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United Kingdom12022 Posts
On April 22 2010 01:53 IdrA wrote: pardon me, i forgot move commanding until you're near the marines. you have an easy to use spell that immobilizes them. it literally could not be easier.
Well, atleast I wasn't the only person who thought that.
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It's not exactly hard to get alot of lings now aswell, if you get to three bases, you can make like 4 larva worth of lings so 8 lings with all fo your larva from the queens if you don't produce drones from them, which late game you generally don't need to do.
That's the reason why I feel lings shouldn't be any more powerful than they already are, they're the cheapest unit in the game, easily one of the fastest and you can produce them so fast.
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Omg this was so good, i agree on everything.
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Not to mention ultralisks are completely fucking useless. Probably shoulda been highlighted a bit more specifically in the op, but it was mentioned.
Hive upgrades = useless. Cracklings aren't really viable anymore...they're pretty much reg-bw-lings with hive ups.
Ultras = useless thanks to TERRIBLE TERRIBLE damage from the stupid "number countering" system. Armor no longer means shit as all you have to ever do for any armored unit is to make an anti armor unit, be it: immortal, maurader, or OH WAIT, ZERG DONT HAVE AN ARMOR COUNTERING UNIT.
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excellent article, rightfully featured
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anyone else think making the majority of units just bigger in size would help abit? dont take away clumping or auto surround just make them bigger.
i mean i dont have a beta key, but it seems like bigger units would make "balls" less effective since it would be harder to get everything in range. it would take more positioning and less "stick everything into one control group"
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That ultra vs zerglings video was ridiculous. That was a good read, and kind of put my own thoughts together up on how I felt about the zerg at the moment as well. Hopefully, with what time is left on the beta, there will be some changes.
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iNcontroL
USA29055 Posts
excellent article. Well done.
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Agree with iNcontroL, great job.
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EXACTLY my thoughts on Zerg .
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After thinking about what I want to see change with\ zerg, yet still be realistic, here go my ideas/conclusions.
1: Crack! Needs to be buffed. Like a lot. Blizz needs to go too far with this one, at least at first. I want to see if throwing lings back into the mix at hive will open up more options with ultras, lord/ling, mass ling/roach, or something of that sort. If it works, cool! If not, we know we have some serious problems that need to be addressed in future expansions.
2: Make the Nydus Network the prereq for Hive, move infestor pit to Hive, combined with an cost increase on infestors. Then, give back a larger range for parasite, keep growth the same, and make infested terran an exploding heal for zerg instead of exploding damage. More movement options for zerg, allowing for players to pick offensive or defensive styles. Infestors at hive, combined with a cost increase allows for spell power-ups that add a bit more flavor to zerg beyond get infestors=growth the shit out of MMM.
3: Do something with corruptors. Right now, they only seem to be useful as the prereq for broodlords, and not as actual AA units (just my observations, I could be wrong, I dont have a key). Perhaps add spawn broodling to the corruptor in addition to an AA damage buff. That way corrupters actually make sense as the devolved forms of broodlords.
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Interesting analysis and yay for my ultra vs zergling video.
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Its been stated before that you shouldn't post how you think the game should be if you don't have a beta key. The fact you think infested terrans still explode and your woeful ignorance of corruptors is a perfect example of this.
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On April 22 2010 03:24 Two_DoWn wrote: After thinking about what I want to see change with\ zerg, yet still be realistic, here go my ideas/conclusions.
1: Crack! Needs to be buffed. Like a lot. Blizz needs to go too far with this one, at least at first. I want to see if throwing lings back into the mix at hive will open up more options with ultras, lord/ling, mass ling/roach, or something of that sort. If it works, cool! If not, we know we have some serious problems that need to be addressed in future expansions.
2: Make the Nydus Network the prereq for Hive, move infestor pit to Hive, combined with an cost increase on infestors. Then, give back a larger range for parasite, keep growth the same, and make infested terran an exploding heal for zerg instead of exploding damage. More movement options for zerg, allowing for players to pick offensive or defensive styles. Infestors at hive, combined with a cost increase allows for spell power-ups that add a bit more flavor to zerg beyond get infestors=growth the shit out of MMM.
3: Do something with corruptors. Right now, they only seem to be useful as the prereq for broodlords, and not as actual AA units (just my observations, I could be wrong, I dont have a key). Perhaps add spawn broodling to the corruptor in addition to an AA damage buff. That way corrupters actually make sense as the devolved forms of broodlords. Corruptors are still excellent AA, I like them for support for broodlords. In addition, the corruption ability is actually really useful, even midgame for fortresses and such. Lategame, corruption just makes the final blow that much more potent.
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I like how you name Stalker amongst the "insane support DPS" when in fact they have roughly the same DPS as a drone.
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I don't mean to troll but you were never a B/B- "SC1" player so please don't mislead. Try C+ best @ 35% win ratio.
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I loved the youtube video :D
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Made it into the articles section! totally deserved
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Featured! Bravo.
I was looking around trying to find this thread. I was like "No way that thread was closed?!?!"
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On April 22 2010 03:24 Two_DoWn wrote: After thinking about what I want to see change with\ zerg, yet still be realistic, here go my ideas/conclusions.
1: Crack! Needs to be buffed. Like a lot. Blizz needs to go too far with this one, at least at first. I want to see if throwing lings back into the mix at hive will open up more options with ultras, lord/ling, mass ling/roach, or something of that sort. If it works, cool! If not, we know we have some serious problems that need to be addressed in future expansions.
2: Make the Nydus Network the prereq for Hive, move infestor pit to Hive, combined with an cost increase on infestors. Then, give back a larger range for parasite, keep growth the same, and make infested terran an exploding heal for zerg instead of exploding damage. More movement options for zerg, allowing for players to pick offensive or defensive styles. Infestors at hive, combined with a cost increase allows for spell power-ups that add a bit more flavor to zerg beyond get infestors=growth the shit out of MMM.
3: Do something with corruptors. Right now, they only seem to be useful as the prereq for broodlords, and not as actual AA units (just my observations, I could be wrong, I dont have a key). Perhaps add spawn broodling to the corruptor in addition to an AA damage buff. That way corrupters actually make sense as the devolved forms of broodlords.
Regarding point 1: I agree that the upgrade needs a buff. I like the idea that zerglings are viable early, then a bit lackluster midgame only to be fueled with zerg hive fury later. They still shouldn't work against a ranged-unit ball, but if their DPS was sufficiently high they could be used to rapidly take down isolated expansions, units away from their ball, workers, etc. To be honest, I'm not even sure how much their DPS is increased by the hive upgrade (I play terran), but it doesn't seem like zergs get it, so it must not be worth much. I could be wrong though.
Point 2: Yea, I'd like to see infestors and queens get more flavor. Both of them are one-skill-wonders, which is a bit too bad. Granted, so were high-templars in SC1. I know I've had some pretty devastating fungal growths thrown at me. I do know for a fact it has higher range than marauders can shoot, as I had a marauder clump get stuck in place, permanently, then destroyed after 2-3 fungal growths. It sucked.
Point 3: I think the problem is that hydralisks are such effective anti-air that even though they lack the mobility of air units, they are heinously efficient at dispatching air units.
Regarding all your points as a whole: Zerg needs to be made more interesting, not more powerful. I will say that perhaps my TvZ is particularly poor, but I find it to be the most difficult matchup. TvT is easily the easiest, and that either means my own skill at the non-mirror matchups is lacking, or that terran is in need of a bit of oomph. I don't really know how most other terrans feel about their matchups though.
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how many unupgraded zerglings does it take to kill an fully upgraded ultra in bw?
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On April 22 2010 04:07 Gnaix wrote: how many unupgraded zerglings does it take to kill an fully upgraded ultra in bw? More than 800. I don't think anyone's really ever tried. I mean, in that youtube video of 1 fully upgraded ultra v. 750+ 0/0 upgraded zerglings the ultralisk won by quite a large margin.
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Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost.
Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking.
Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future.
Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player.
Now I ask you, where are these decisions for Zerg?
In short,
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great writeup. Z in SC2 is too much disappointing. Sure, there'll be two expansion packs, with Z probably being the one that will gain the most diversity, but the current units could be SO much better.
I'm still craving to see queens spawning lines of flying insects that would fly in the edge of a circle around the queen, dealing DPS to everything that collided with them and blocking sight, until they died out. Such a cool unit, why not make it a little bit more useful in battle?
I'd love that adrenal glands would also upgrade the ling AI in a way that lings could jump over each other constantly when attacking, rmaking those huge blobs of lings more viable since damaged lings would fall behind fresh new ones.
Also, why does the corruptor spit stuff stuff to attack? It would be much more badass if it was a melee unit that could grab other air units (and either drag them closer or be dragged closer to them). Besides, corruption would be more viable if the corruptor was faster....
Why doesn't the MUTAlisk, the unit that looks like a flying larva, ever mutate?
Why can't the Ultralisk do something interesting? Like, I don't know, eat stuff alive instantly, cause earthquakes, carry lings and banelings on its back, run faster in a straight line trampling over most things, break forcefields, deal damage directly to hp against toss buildings, CURL INTO A BALL AND ROLL OVER STUFF, I Don't know, Anything!!!!!
Why does Overlord drop cost 200/200 when each Nydus worm costs only 100/100?
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awesome article, really enjoyed reading your point of view!
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Great Article, really really good technically and stylistic. Couldn't agree more with most of the points. However I think Banelings are somewhat of a designing fail in TvZ because it destroys a whole techtree, mainly the poor marines who really lost any kind of purpose in most situations. I don't want to say that Z was strong against T but it's not good when tactical variability is so small.
Those things such as BW muta micro that you could improve almost infinitely because it's always playable a bit more perfectly miss for any race imo. Sure, possibly that's because the game is young and it takes time to find something like that. But I always had the feeling that those old low tech games such as Broodwar or CS 1.6 have those kind of glitches such as muta stacking or russian duck rather than new 3D games. Or look at Quake movement that evolved from a bug. These new fance super graphic games always try to make everything so smooth what takes one so much controlling options actually from a certain level of playstyle on.
To the point of decision making: Blizzard always said we wan't these interesting decisions but they totally failed. Strange. Gotta agree that Scan/Mule is a good point where they were successful, but let's take a look at some skills.
Guardian Shield: No interesting decision Force Field: Too spamable to be an interesting decision, it just adds a very little micro aspect to a-clicking. Storm, Fungal Growth and EMP: Armies are so so so stacked. The decision of placement became obsolete or at least very very small because you just can't make a really bad storm or EMP. Plus, Storm is extremely spamable often. EMP is more interesting in early game where you actually need good hits because you don't have more than one or two Ghosts, however that's kinda easy. Becomes more interesting in late game when ghosts hunt for a good EMP on templars. Thor 250mm cannons: Abit more interesting because it will "stun" the thor as well, however it's rarely used since there are few targets you would want to use it on. Blink: Not really a decision imo. Zealot Charge: Autocast Neural Parasite: Much more of a technical thing that requires positioning and a response from the opponent. However one of the more interesting skills. Burrow: Kinda underused I think, I like it 
Actually I barely can find those interesting decisions blizzard wanted players to make. It's so much rock-paper-scissor going on that only is responding like a computer could to what you have scouted.
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On April 22 2010 04:19 Archerofaiur wrote:Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost. Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking. Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future. Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player. Now I ask you, where are these decisions for Zerg? In short, I'm not sure I agree. Granted, spawn larva and creep tumors are pretty much a repetitive action. However, I think the Queen will get a lot more energy management and varied use if people could find a way to incoporate transfusion into their builds.
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On April 22 2010 04:29 Ryuu314 wrote:Show nested quote +On April 22 2010 04:19 Archerofaiur wrote:Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost. Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking. Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future. Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player. Now I ask you, where are these decisions for Zerg? In short, I'm not sure I agree. Granted, spawn larva and creep tumors are pretty much a repetitive action. However, I think the Queen will get a lot more energy management and varied use if people could find a way to incoporate transfusion into their builds.
The issue isnt Transfusion. The issue is Transfusion's energy tension with Spawn Larva. Its like how the Obelisk was flawed because if you needed more energy/shields you would just build more obelisks instead of choosing energy/shields over proton charge.
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rofl that ultralisk video was painful
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On April 21 2010 12:40 DaEm0niCuS wrote: Zerg is stale because they are saving units for the next 2 "expansions". this blizzard is known to save fixes for expos
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That was a really nice read Saracen, thanks =]
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Dustin Browder is the reason SC2 is boring. You guys remember when C&C was a huge competitive game with brick shitting moments because I don't.
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I agree. And well written. However, if you're right or if you're wrong it doesn't seem to matter because Blizzard has not seemed to make one ounce of effort to change the issues with zerg (or the anti-melee units) since beta started. *shrug* We'll see I s'pose.
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not sure what this post is about, zerglings beat marauders and thors convincingly
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Mutalisks are just straight up stronger now so you can do the same damage without clumping them together. Whether this is good or bad I guess depends on the person.
I do agree that zerglings should be stronger though. They even sound weaker now that there's no characteristic THUN-THUN-THUN they make when attacking buildings/armored units. Though that just means making either hydralisk or roach weaker. I'm guessing if anything, it'll be hydralisk because blizzard seems keen on keeping the roach situated at where it is now.
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Definitely best SC2 beta article I've read so far.. Thanks you for this. I completely agree on every point you make! I hadn't thought about why zerglings were so damn rubbish after the first few minutes of the game but you explained that very well
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Great read! Totally worth the time spent reading. Time I should have spent doing homework :p
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Last summer Blizzard said they havent fixed Muta stacking yet but it would be done "soon", here the game is, close to release and nothing has happened in that department.
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I agree with everything in this post. Zerg clearly needs some more interesting and fun unit mechanics as well as a unit diversity.
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On April 21 2010 12:59 IndecisivePenguin wrote:Show nested quote +On April 21 2010 12:57 Lollersauce wrote:On April 21 2010 12:54 IndecisivePenguin wrote: I'm really curious too as to what new units/gameplay changes the expansions will bring. I'm curious if we will have a somewhat properly designed Zerg without having to wait for the first expansion... As am I Lollersauce. I wonder what it would take. These 2 people said everything I was going to say! Except... GREAT POST! I thought it would be coming from Drone or Nazgul but you did just as well at writing this and I don't think they could've done it much better themselves! Except for 1 grammar error I noticed(hint: talking about worms).
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Wow great post, and congrats on making the front page!
I disagree that zerg has gotten super bland lately but I your points definitely convinced me that Zerg just isn't the same race we've all come to know and love. However, I think that the community can do enough to make SC II Zerg live up to its predecessor.
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The point about ranged units was spot on too. I'm sick of these tank/dps/range units.
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Well everything is good except for 1 thing. I don't know why any 1 would complain about Zerglings as its obvious that Banelings replace them at any point of the game, and this was exactly the reason why Blizzard lowered their DPS.
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amusing read, liked it alot
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On April 22 2010 04:19 Archerofaiur wrote:Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost. Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking. Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future. Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player. Now I ask you, where are these decisions for Zerg? In short,
The decision making is how to spend the larva not how to cast the ability. At certain points in the game its actually quite a difficult decision to make. Specifically regarding your first 3 larva injections. If you over-drone then you could be crushed, and if you go overboard on units you fall behind on econ. You have to scout and make a decision based on your opponent.
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Congratulations on making in it to the front page
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On April 22 2010 05:57 Medzo wrote:Show nested quote +On April 22 2010 04:19 Archerofaiur wrote:Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost. Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking. Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future. Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player. Now I ask you, where are these decisions for Zerg? In short, The decision making is how to spend the larva not how to cast the ability.
Thats the point. That is just about all the decision making there is and just to be counting correctly that isnt even a decision involved with casting Spawn Larva. You cast Spawn Larva and 40 seconds later you make a decision about what to make with your larva.
So no saying "you can make decisions later in the game" doesnt count as the ability itself having decision making. This was the same for Proton Charge. Proton Charge didnt have decision making even though you got minerals and than could make decisions with those minerals.
Now if the Proton Charge was replaced because of not enough decision making tell me why Spawn Larva shouldnt be as well.
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On April 22 2010 06:04 Archerofaiur wrote:Show nested quote +On April 22 2010 05:57 Medzo wrote:On April 22 2010 04:19 Archerofaiur wrote:Id like to point out just how superior MULEs are in terms of decision making to Spawn Larva. Similar features can be demonstrated with Chronoboost. Energy Tension Great tension with Scanner Sweep although admitedly Calldown Supply is probably lacking. Temporal Decision Making (When do I cast this?) Very well done. There are many times when players will hold off on Callingdown MULEs incase they need Scanner Sweep in the near future. Spacial Decision Making (Where do I cast this?) Incredible due to the cast anywhere capabilities of the Orbital Command. This decision making is enhanced by mineral heterogeneity, for example some mineral patches will return 270 minerals during a MULEs life and some will return 240 depending on how far they are from the CC. Mineral heterogeneity also arises from which mineral patches have been MULE mined more than others. IT pays to spread your MULEs across different mineral patches to avoid depleting one mineral patch and therefore increases SCV saturation (which decreases intake rates longterm). Further example of heterogeneity comes from gold vs normal minerals or from island expansions vs regular expansions. Players have to wiegh risk vs benefit in all of these scenarios. Furthermore MULEs can be used to repair. Comboed with cast anywhere this makes the MULE a Scanner Sweep for repairing. Innovative uses include saving burning CCs and even field repairs of an attacking force. All of which requires good spacial casting decisions made by the player. Now I ask you, where are these decisions for Zerg? In short, The decision making is how to spend the larva not how to cast the ability. Thats the point. That is just about all the decision making there is and just to be counting correctly that isnt even a decision involved with casting Spawn Larva. You cast Spawn Larva and 40 seconds later you make a decision about what to make with your larva. So no saying "you can make decisions later in the game" doesnt count as the ability itself having decision making. This was the same for Proton Charge. Proton Charge didnt have decision making even though you got minerals and than could make decisions with those minerals. Now if the Proton Charge was replaced because of not enough decision making tell me why Spawn Larva shouldnt be as well.
Deciding what to use your larva on is a big decision. Easily as big of a decision as saving for scan. If you make the wrong decision at any moment it can cost you the game (against a skilled opponent or even just a lucky one). Also there is a small decision to make when choosing where and when to start your creep tumors. And I would argue that it takes more apm to manage the queen's abilities if you include creep tumors.
Yes there is only a very small window of decision making regarding casting inject larva or not. That is the nature of the queen. It doesn't mean that there is less decisions to make for a zerg player regarding macro though.
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Proton charge was just an ability that increased your mining rate. You had to use it but it offered no decision making at all in any form. Spawn larva gives you 4 extra larva, now choose.
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DaEm0niCuS's Quote: Zerg is stale because they are saving units for the next 2 "expansions"
the same can be said for the game as a whole ... the 2 expansions will (like BW for SC1) showcase other units for sure, and like for BW ... the same question will arise: do you want your starcraft with valkyries, lurkers and complete mind control or without?...
don't get me wrong, it's by far the best rts, and i will buy it
but SC1 made it's success with a very important notion: fun the "infest thor" is not nearly as fun and vital as the defiler, brood lords will never be as fun as lurkers, and mostly the mass roach fest in zvz is definitely not fun
oh .. if i may, our esteemed postwriter just omitted the fact that now under the rule of a cunning freak mutated female terran ghost, the Swarm has to evolve just let's hope blizz doesn't take it out on the lurkers
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On April 22 2010 06:14 Medzo wrote: Proton charge was just an ability that increased your mining rate. You had to use it but it offered no decision making at all in any form. Spawn larva gives you 4 extra larva, now choose.
Larva are a resource. Minerals are a resource.
Spawn Larva gives you more of a resource. Proton Charge gives you more of a resource.
At some point in time you then choose how to spend that resource. You do not make the decision of what to spend your resource on when casting Proton Charge/ Spawn Larva. Now if you had to choose what unit to make from that larva as your casting (like Chronoboost does now) than Spawn Larva would have decision making.
Do you see the difference?
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That' quite a lot of text for what essentially boils down to "buff zerg hive please".
And yes, I agree, zerg hive needs a boost.
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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.
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On April 22 2010 06:20 Sadistx wrote: That' quite a lot of text for what essentially boils down to "buff zerg hive please".
And yes, I agree, zerg hive needs a boost.
Oversimplify much?
He made a lot of good points. Deconstructing it to this point shows you didn't really put any thought into his points.
I play zerg, I love zerg, zerg are fairly boring. This has been stated a number of times. It isn't that zerg is weak, its that zerg is boring in relation to the other races. The OP covers a number of reasons why, it is hardly a 'buff hive' article.
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I personally think it would be interesting if roaches were melee units and had no attack lag when unburrowing. And maybe they can do a bit of radial splash damage when they pop out of the ground...
EDIT: + Show Spoiler +On April 21 2010 12:53 Half wrote: I totally agree with your analysis on the zergling problem, heh, I was actually making a thread about it and was looking for replays that illustrated it very well -_-.
/shoehorns what I wrote into this thread?
Zerglings in SC2.
1)Units clump more making surround less viable while at the same time making it easier (Lowers skill cap + Lowers skill scaling...lolwut...)
2)Zergling dps nerfed by ~20% due to easier early game surround (While late game surround becomes much less viable)
3)Zergling are now are obsolete meatsheilds due to the existence of the statistically superior roach
4)Zerglings are now obsolete as efficient dps due to the existence of the buffed hydralisks, who while doing much less dps per cost, scale effectively into lategame with higher dps per space (aka will be able to fit more in in a concave to attack) and ranged attack (same as prior+more versatile).
5)Need to tech to t2 for antiair.
6)Zerg now have effective anti-building units in the form of the hydralisk, which will actually outdps zerglings after getting enough hydralisks (As no more lings will be able to fit in)
7)Dark Swarm
8)npd narco has recently coordinated a massive drug bust on cocaine usage by zerglings. (~25% crackling dps nerf)
-Why this is bad-
As a result, zergling no longer fulfill their iconic roles as damage dealer with darkswarm and ultralisks, nor their iconic usage as disposable meat for the zerg army. Instead, they've been relegated to early game defenders and timing pushers, and lategame harrassers at best.
The lack of zerglings in the zerg army have removed the dynamic control factors of having to micromanage unit groups with wildly different movement patterns (Mutalisks, lings, lurkers), and instead, unit group that are able to succinctly coalesce into this big blob of shit (Hydraroach)
I would suggest a massive buff on crack for lings, and a slight nerf to speed. Crack>Speed. :o
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In addition:
The zerg suffer so much from overlap right now. Ultralisks overlap with roaches (as tanks) and broodlords (as t3 "ultimate" units). Zerglings can't find a place as damage dealers because of the predominance of hydralisks and the relative effectiveness of roaches (which food wise, are more effective at doing damage then zerglings once you get enough). Corruptors are finding a hard time doing anything considering the versatility of the mutalisk and the lack of a specialzied role.
In fact, the corruptor probably has the single most boring, mundane role in the game, and is only used to counter mass collosus.
This is incredibly strange because the zerg have the least units. Logically, they should have an easier time ensuring they all see play, but due to sloppy design and the inability to find a cohesive role for the roach, they see the least.
The biggest issue is Hydralisk/Roach, which are simultaneously too different to conflict with each other, yet at the same time, too alike to instigate inventive playstyles. A hydraroach army does not play differently then a mass roach army does. Both simply try and from good concaves and positions, and autoattack (In large numbers). The roach desperate needs to be scrapped or returned back to its original role, and the role of tank given to the ultra while the hydras power raw power as dps unit needs to be given back to the zergling. The broodlord on the other hand needs to remain extremely powerful, but needs major vulnerabilities such as low HP which it currently does not possess.
I feel like the treatment (lower dps) given the speedlings (A unit intended to dps and be meat) would be better served on the on the mutalisk, which instead receives better stacking abilities. The viking gets more of its damage shifted to +armored (just a bit) to compensate.
After these changes, mutalisks should be made to effectively stack like they did in bw. Theirs no reason not to reward this kind of skill heavy, engaging, entertaining (both to spectators and to players) play, one which requires heavy micro. The mechanics should be changed however, the current situation requires constant clicking at the mutas feet. Keeping this, but increasing the amount of time until the units drift apart would be an effective solution and maintains engagement despite multi-select.
At the same time, it wouldn't just be an -apm requirement. Spamclicking at the units feet drastically alters the way they move and behave, and requires a different kind of movement pattern on behalf of the player. Currently it does not provide enough gain, by providing more incentives, it doesn't just result in more skilled, yet objectively mindless play, it also results in creative usage of a unit as spamclicking air units requires you to move and position them in certain ways (For instance, you need to to make a judgement call between movement speed and how bunched your mutas are. spam clicking reduced the speed you can move them. It also rewards you if you make a bunch of small micro movements, instead of making longer movements across large areas, and thus, alters your playstyle and requires critical thinking on a situation by situation )
I'm afraid blizzard isn't taking these issues at face value though. I really wished they would rework several fundamental flaws in racial design, particularly in zerg, though I fear that they won't. I don't think its (entirely) out of finance/higher level decisions to mandate a june shipping date, I think a lot of the developers are just too fixated and attached to the things they made. Thats certainly understandable, but some things just aren't working. I remember reading that Dustin really has this personal attachment to the Roach. I do too actually, in its original incarnation. However, it no longer resembles the roach it was originally created as. Currently, some aspects of zerg play are simply not entertaining or engaging at all, like hydraroach. Quoting this because it looks like a lot of effort went into this post and it got lost way too easily.
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No idea why this is featured. Reads like every other thread about zerg, Imo. Not impressive writing either.
Saying lings just die instantly when sent with roaches or hydras.. Dont send them in retardedly.
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1. Asking for mutalisk stack is like terrans asking for patrol vultures. I loved it in SC1. and would love to haev in SC2, but I know that it was an IMBA mechanic (which was only balanced thanks to other imba things available to other races) 2. In a typical good and long TvZ I see zergling, banelings, roaches, hydras, mutalisks, infestors, and in lategame blords and ultralisks. Midgame army composition includes doubling, roaches, and hydras with mutalisks (from harassment joining main army). There's nothing really wrong with diversity as I've faced zergs in TvZ 3. The ultralisk vs 798 zlings is a joke -. - the ultra has full ups I believe, while the zergling only had ability upgrades. It was 3-3 vs 0-0, and it looks like the ultra had armor upgrade as well (I can't tell clearly from the resolution). What the heck do you expect when you have such a high armored endtier unit with splash damage going against 0-0 zergling -. - This just goes to show how important armor upgrade is against many small damages which should be common sense 4. From my many TvZs, a significant tank army is only a "critical mass" if the terran army has good positioning. If the T gets surrounded from ~160 degrees, the incoming mass will overwhelm a terran ball even with a tank-heavy composition 5. @ Hive problem. Isn't the idea of mass producing weaker units align with the idea of the zerg? Also, this isn't only the problem with zerg. Terran really doesn't get battlecruisers against competent opponents. Carriers are definitely not as strong with corrupters and vikings. Archons are considerably weaker now. Mothership is kinda of a joke and I have not seen it in play in most of my TvPs 6. @ What went right It seems to me that you're praising everything that's strong about the zerg (banelings, creep mechanics, improved nydus) but you're complaining about the strong things you wish the zerg had in SC2 from SC1 WHILE KEEPING its strengths in SC2 (you want defilers, as strong cracklings, lurkers, etc.)
All I have to say is, if I wanted vultures and spider mines, emp taking out 100% shield and 100% energy, goliaths, medics, higher supply health, lockdown, WHILE KEEPING hellions, vikings, and medivacs, what would you say?
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On April 22 2010 06:17 Archerofaiur wrote:Show nested quote +On April 22 2010 06:14 Medzo wrote: Proton charge was just an ability that increased your mining rate. You had to use it but it offered no decision making at all in any form. Spawn larva gives you 4 extra larva, now choose. Larva are a resource. Minerals are a resource. Spawn Larva gives you more of a resource. Proton Charge gives you more of a resource. At some point in time you then choose how to spend that resource. You do not make the decision of what to spend your resource on when casting Proton Charge/ Spawn Larva. Now if you had to choose what unit to make from that larva as your casting (like Chronoboost does now) than Spawn Larva would have decision making. Do you see the difference?
Do you think that spawn larva might be more interesting if:
1) Energy cost remained the same
2) 3 larva instead of 4
3) 20 seconds to spawn vs 40 seconds.
The ability would be less efficient in terms of raw throughput, but there would be some reason to occasionally let energy pool rather than spending it right away, and larva would be created more responsively. Rather than being a mechanic where there is an absolute best way to use it (exactly every 40 seconds, like a robot) it would encourage at least a little bit of judgement and not punish players so harshly for not being the aforementioned robot.
Edit: Now that I think about it, this would probably just encourage zerg to make 2 queens per hatch instead of 1.
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On April 22 2010 06:28 Saracen wrote:I personally think it would be interesting if roaches were melee units and had no attack lag when unburrowing. And maybe they can do a bit of radial splash damage when they pop out of the ground... EDIT: + Show Spoiler +On April 21 2010 12:53 Half wrote: I totally agree with your analysis on the zergling problem, heh, I was actually making a thread about it and was looking for replays that illustrated it very well -_-.
/shoehorns what I wrote into this thread?
Zerglings in SC2.
1)Units clump more making surround less viable while at the same time making it easier (Lowers skill cap + Lowers skill scaling...lolwut...)
2)Zergling dps nerfed by ~20% due to easier early game surround (While late game surround becomes much less viable)
3)Zergling are now are obsolete meatsheilds due to the existence of the statistically superior roach
4)Zerglings are now obsolete as efficient dps due to the existence of the buffed hydralisks, who while doing much less dps per cost, scale effectively into lategame with higher dps per space (aka will be able to fit more in in a concave to attack) and ranged attack (same as prior+more versatile).
5)Need to tech to t2 for antiair.
6)Zerg now have effective anti-building units in the form of the hydralisk, which will actually outdps zerglings after getting enough hydralisks (As no more lings will be able to fit in)
7)Dark Swarm
8)npd narco has recently coordinated a massive drug bust on cocaine usage by zerglings. (~25% crackling dps nerf)
-Why this is bad-
As a result, zergling no longer fulfill their iconic roles as damage dealer with darkswarm and ultralisks, nor their iconic usage as disposable meat for the zerg army. Instead, they've been relegated to early game defenders and timing pushers, and lategame harrassers at best.
The lack of zerglings in the zerg army have removed the dynamic control factors of having to micromanage unit groups with wildly different movement patterns (Mutalisks, lings, lurkers), and instead, unit group that are able to succinctly coalesce into this big blob of shit (Hydraroach)
I would suggest a massive buff on crack for lings, and a slight nerf to speed. Crack>Speed. :o
---------
In addition:
The zerg suffer so much from overlap right now. Ultralisks overlap with roaches (as tanks) and broodlords (as t3 "ultimate" units). Zerglings can't find a place as damage dealers because of the predominance of hydralisks and the relative effectiveness of roaches (which food wise, are more effective at doing damage then zerglings once you get enough). Corruptors are finding a hard time doing anything considering the versatility of the mutalisk and the lack of a specialzied role.
In fact, the corruptor probably has the single most boring, mundane role in the game, and is only used to counter mass collosus.
This is incredibly strange because the zerg have the least units. Logically, they should have an easier time ensuring they all see play, but due to sloppy design and the inability to find a cohesive role for the roach, they see the least.
The biggest issue is Hydralisk/Roach, which are simultaneously too different to conflict with each other, yet at the same time, too alike to instigate inventive playstyles. A hydraroach army does not play differently then a mass roach army does. Both simply try and from good concaves and positions, and autoattack (In large numbers). The roach desperate needs to be scrapped or returned back to its original role, and the role of tank given to the ultra while the hydras power raw power as dps unit needs to be given back to the zergling. The broodlord on the other hand needs to remain extremely powerful, but needs major vulnerabilities such as low HP which it currently does not possess.
I feel like the treatment (lower dps) given the speedlings (A unit intended to dps and be meat) would be better served on the on the mutalisk, which instead receives better stacking abilities. The viking gets more of its damage shifted to +armored (just a bit) to compensate.
After these changes, mutalisks should be made to effectively stack like they did in bw. Theirs no reason not to reward this kind of skill heavy, engaging, entertaining (both to spectators and to players) play, one which requires heavy micro. The mechanics should be changed however, the current situation requires constant clicking at the mutas feet. Keeping this, but increasing the amount of time until the units drift apart would be an effective solution and maintains engagement despite multi-select.
At the same time, it wouldn't just be an -apm requirement. Spamclicking at the units feet drastically alters the way they move and behave, and requires a different kind of movement pattern on behalf of the player. Currently it does not provide enough gain, by providing more incentives, it doesn't just result in more skilled, yet objectively mindless play, it also results in creative usage of a unit as spamclicking air units requires you to move and position them in certain ways (For instance, you need to to make a judgement call between movement speed and how bunched your mutas are. spam clicking reduced the speed you can move them. It also rewards you if you make a bunch of small micro movements, instead of making longer movements across large areas, and thus, alters your playstyle and requires critical thinking on a situation by situation )
I'm afraid blizzard isn't taking these issues at face value though. I really wished they would rework several fundamental flaws in racial design, particularly in zerg, though I fear that they won't. I don't think its (entirely) out of finance/higher level decisions to mandate a june shipping date, I think a lot of the developers are just too fixated and attached to the things they made. Thats certainly understandable, but some things just aren't working. I remember reading that Dustin really has this personal attachment to the Roach. I do too actually, in its original incarnation. However, it no longer resembles the roach it was originally created as. Currently, some aspects of zerg play are simply not entertaining or engaging at all, like hydraroach. Quoting this because it looks like a lot of effort went into this post and it got lost way too easily.
Thanks for relinking that, I missed it last night-this morning at work. Very nice explanation that fills in what your OP didn't. Especially regarding the broodlord/ultralisk overlap that just ticks me off. I want to ultra but unless my opponent is really stupid or the game is already over, there is no reason for me to not broodlord instead. Makes me a sad zerg ,,>.<,,
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I just gotta say, I disagree with most of what was said in this article. As a T player, I hardly ever lose to roach hydra. It's almost always: get contained by muta harass and overlord scouting, get bent over by my friend's super econ army of 5 armor ultras, or just die to muta/ling/baneling.
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If your losing to ultras at this stage in the beta and not broodlords...your just losing.
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On April 22 2010 06:44 Wintermute wrote:Show nested quote +On April 22 2010 06:17 Archerofaiur wrote:On April 22 2010 06:14 Medzo wrote: Proton charge was just an ability that increased your mining rate. You had to use it but it offered no decision making at all in any form. Spawn larva gives you 4 extra larva, now choose. Larva are a resource. Minerals are a resource. Spawn Larva gives you more of a resource. Proton Charge gives you more of a resource. At some point in time you then choose how to spend that resource. You do not make the decision of what to spend your resource on when casting Proton Charge/ Spawn Larva. Now if you had to choose what unit to make from that larva as your casting (like Chronoboost does now) than Spawn Larva would have decision making. Do you see the difference? Do you think that spawn larva might be more interesting if: 1) Energy cost remained the same 2) 3 larva instead of 4 3) 20 seconds to spawn vs 40 seconds. The ability would be less efficient in terms of raw throughput, but there would be some reason to occasionally let energy pool rather than spending it right away, and larva would be created more responsively. Rather than being a mechanic where there is an absolute best way to use it (exactly every 40 seconds, like a robot) it would encourage at least a little bit of judgement and not punish players so harshly for not being the aforementioned robot. Edit: Now that I think about it, this would probably just encourage zerg to make 2 queens per hatch instead of 1.
This is a complex problem. You have to look at the three different parts of the problem
Energy Tension: requires Queen energy be a limited resource
Temporal Decisionmaking: requires saving energy to have an advantage at least in some situations
Spacial Decisionmaking: requires heterogenity in potential casting subjects
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I agree with most of this, overall the ling problem/No hive tech, as many have said if lings are quite good in early game with surround but weak in late, just buff a ton the adrenal upgrade. The roach hydra combo is just super good to be replaced with anything, maybe in ZvT is a little weak but also are other combos of light units if they make 6 hellions with the infernal upgrade.
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You say the baneling is what they did right, and in many ways I agree, but I have to point out that I feel two changes should really happen for the baneling:
1: Friendly Fire damage 2: If you target fire a baneling and kill it it should die without doing damage.
Aka the way spider mines were in brood war. The way it is now that you can just haphazardly keep banelings randomly in your army with no micro and if they get close to your enemies they will still do damage if target fired is silly imo.
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On April 22 2010 07:14 -orb- wrote: You say the baneling is what they did right, and in many ways I agree, but I have to point out that I feel two changes should really happen for the baneling:
1: Friendly Fire damage 2: If you target fire a baneling and kill it it should die without doing damage.
Aka the way spider mines were in brood war. The way it is now that you can just haphazardly keep banelings randomly in your army with no micro and if they get close to your enemies they will still do damage if target fired is silly imo.
But alien acid doesnt hurt the aliens lol Seems if they evolutionized (fun word) the baneling their carapace would be immune to it. This is totally gameplay aside.
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Wish I had a beta key to play SC2 to see the differences for myself  By the sounds of it I'm not liking the zergling nerfs.
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On April 22 2010 07:14 -orb- wrote: You say the baneling is what they did right, and in many ways I agree, but I have to point out that I feel two changes should really happen for the baneling:
1: Friendly Fire damage 2: If you target fire a baneling and kill it it should die without doing damage.
Aka the way spider mines were in brood war. The way it is now that you can just haphazardly keep banelings randomly in your army with no micro and if they get close to your enemies they will still do damage if target fired is silly imo. Not quite sure I agree with 1. I mean, scarabs in SC1 didn't do friendly fire damage. Also, if they did friendly fire damage it would be very problematic in that one baneling would kill all the other ones :\
2. should be implemented though. It really is kinda stupid when they do damage despite getting sniped.
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I have played zerg race quite a long time in bw. And i agree that zerg is broken.
Units dont have that great SYMBIOTIC relation to one another anymore that was in bw. This makes play monotonic and dull. Playing with balance issues to make some other units more playable dont cut it, because the symbiosis isnt there. So if some unit is buffed to be more playable it will still be monotonic and dull.
I think Iundestand why Blizzard has come to this. Their policy was to make "cool units", so the thinkers gave them those "cool units", but thay focused too heavily making units cool and not thinking too much about completeness of race as a whole. As a consequense units are just too interoperable.
To fix this huge changes must be made, cosmetic fixes will not work
SYMBIOSIS, brothers
What i like about Zerg: - The Queen (especially spawn larvae) - creep (unit behavior on creep, overlord ability, tumor) - nydus
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On April 22 2010 07:49 scAre wrote: I think Iundestand why Blizzard has come to this. Their policy was to make "cool units", so the thinkers gave them those "cool units", but thay focused too heavily making units cool and not thinking too much about completeness of race as a whole.
This.
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It wouldn't surprise me if this thread ended up pushing back the currently anticated patch. Though many threads like this were made in the past, this most clearly and definitively outlines the problems. Bravo. All us other beta testers could only hope to be so constructive.
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On April 22 2010 07:37 eternalgamer wrote:Wish I had a beta key to play SC2 to see the differences for myself  By the sounds of it I'm not liking the zergling nerfs.
Imagine a SCBW zergling. Imagine that it attacks about 20% slower. That's the SC2 zergling.
Now imagine that when you get to tier 3, you can spend 200/200 to make your zerglings attack as quickly as the T1 lings in SCBW, with nothing that even approaches the effectiveness of the T3 upgrade in SCBW.
However, pathfinding is much better (still has some gaping flaws) and lings travel in an actual pack instead of in single file. They auto surround, although they can still get confused by a combination of targets, since they'll all try to surround certain targets while ignoring others,
Basically, zerglings are a low skill/low reward unit. They give you a lot of bulk, and in great enough numbers they'll eventually kill anything, but no one is afraid of them.
Of all the things that need to be changed about zerg, lings are probably the lowest priority IMO. No, they're not scary like they were in SCBW, but that's not necessarily a bad thing. They're very flavorful and still some what effective as fodder in the late game when you have a lot of larva and minerals, and not enough gas.
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On April 22 2010 08:11 Mohdoo wrote: It wouldn't surprise me if this thread ended up pushing back the currently anticated patch.
Dustin Browder: The biggest one will be the we feel like we overnerfed a bit on the Marauder...we're going to reduce the cost and build time on that upgrade.
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yea honestly playing zerg now really isnt fun at all tbh i really like sc1 much better hopefully theyll fix zerg.
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On April 22 2010 07:52 Archerofaiur wrote:Show nested quote +On April 22 2010 07:49 scAre wrote: I think Iundestand why Blizzard has come to this. Their policy was to make "cool units", so the thinkers gave them those "cool units", but thay focused too heavily making units cool and not thinking too much about completeness of race as a whole.
This. Yup, when I read that article about how they made the units I was so disappointed in them. They picked the worst approach possible. They shouldnt design units, they should design races.
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On April 22 2010 07:52 Archerofaiur wrote:Show nested quote +On April 22 2010 07:49 scAre wrote: I think Iundestand why Blizzard has come to this. Their policy was to make "cool units", so the thinkers gave them those "cool units", but thay focused too heavily making units cool and not thinking too much about completeness of race as a whole.
This.
Maybe, but I feel they failed hard at even making cool units. They made lings and mutas less cool, the roach is boring as hell and the corrupter is less cool than even the devourer ever was.
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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. =/
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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.
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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.
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i wonder how the zerg would look if they dropped the roach speed upgrade and buffed adrenal glands
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This was an excellent post and very informative. Thanks for sharing!
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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.
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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.
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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?
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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
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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.
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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.
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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.
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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.
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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
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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
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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.
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simple way to fix zerg? remove infested terran spell and change it to swarm researched at t3
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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!
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Very good post thank you very much. I don't really play Zerg but I think that Ultras need some work, seeing that even with the speed upgrade they remain somehow "clunky" to micro, kind of like Thors.
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On April 21 2010 12:47 synapse wrote: Zerg needs defiler.
"What strikes me most is that the vast majority of proposed changes to Zerg call for the revival of old units like the Lurker, Scourge, and Defiler, WITHOUT considering the fact that SC2 is an entirely new game, and those units just wouldn't work quite right anymore."
Just to quote, and I agree with this. Though the thing I found most interesting is the mentioning of the dps dull in zerglings. I'm kind of noticing, they're taking away the aspect that made zerg so much fun to play. The units all have too much, and don't deal enough damage. This makes fast dramatic shifts in a fight not as common. Usually when you're about to watch an engagement in sc2 you can already tell who's going to win. Micro can't make an army beat one twice it's size like it used to be.
This results in epic comebacks being not nearly as common.
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Could a zergling tier 2 or 3 hp upgrade like marines be a viable option? im not sure of the pros and cons just throwing out ideas... The thought is they melt in late game so why not approach that directly?
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very nice post. what was the best part for me was pinning the ranged tank problem. this is SO ture. what the gwam sort of bs unit design is a ranged tank??? good against everything, makes melee units obsolete. dum dum dum. i am so disappointed at the obvious lack of gameplay design. like dustin said in an interview previously, they focused on making units cool, not about how that all interact with each other. well well done dustin, you have reaped what you have sown you dumass. how...... unprofessional! i am an engineer, and i cant think what would happen if i designed something to be cool instead of something that works with all of its counterparts. dum dum dum dum dum dum dum.......
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mice post, but yeahh this is why zerlings and ultras aren't being used anymore
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On April 22 2010 09:52 IdrA wrote:Show nested quote +On April 22 2010 06:23 Wintermute wrote: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.
Since you quoted my post, I assume you actually read it, and having read it, realize that I already recognize the fact that roaches are heartier and hydras are more dangerous but fragile.
In my mind though, while that makes them not identical, it doesn't really establish that they each have a practical niche within the game that couldn't simply be filled by SC1 hydralisks.
In the end, they are both units which are ranged, have no special abilities, and no special counter unit properties (neither of them does additional damage vs light, armored, massive, psionic, etc). They both slither at average speed along the ground. Hydras are effectively the more specialized complement to roaches, capable of shooting over the top, and taking down air units.
Yes, there are reasons to make both of them, and you will want to vary your composition according to what your opponent makes, but in the end you want them both because they form an efficient move-attack ranged damage concave.
They are not really differentiated the way that zerglings were differentiated from hydras or hydras were differentiated from lurkers. While they are not the same, they have enough similarities that in many situations they simply blend together.
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On April 22 2010 14:17 Wintermute wrote:Show nested quote +On April 22 2010 09:52 IdrA wrote:On April 22 2010 06:23 Wintermute wrote: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. Since you quoted my post, I assume you actually read it, and having read it, realize that I already recognize the fact that roaches are heartier and hydras are more dangerous but fragile. In my mind though, while that makes them not identical, it doesn't really establish that they each have a practical niche within the game that couldn't simply be filled by SC1 hydralisks. In the end, they are both units which are ranged, have no special abilities, and no special counter unit properties (neither of them does additional damage vs light, armored, massive, psionic, etc). They both slither at average speed along the ground. Hydras are effectively the more specialized complement to roaches, capable of shooting over the top, and taking down air units. Yes, there are reasons to make both of them, and you will want to vary your composition according to what your opponent makes, but in the end you want them both because they form an efficient move-attack ranged damage concave. They are not really differentiated the way that zerglings were differentiated from hydras or hydras were differentiated from lurkers. While they are not the same, they have enough similarities that in many situations they simply blend together. one is a glass cannon and the other gets you 145 hp and 1 base armor for 75 minerals/25 gas, plus the burrow regen. those fill very, very different roles. and they arent both average speed, hydras are ridiculously slow off creep while upgraded roaches are quite fast. in fact all they have in common is that theyre ranged units, and range is the roaches weakness while its one of the hydras strengths. just cuz blizzard didnt hang a big sign saying USE THESE UNITS IN THIS SITUATION around their necks doesnt mean they arent specialized.
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good post I hope most people read all the way through because this is probobly the most accurate thread, however in SC1 I was zerg all the way but switched to terran for SC2 (occasionally Toss) for the reason here, I think they are too bland, and boring, don't really feel that creepiness about them, I mean a full 200 Zerg army was the scariest thing ever but I don't feel that way anymore, but I think (as mentioned already) they are saveing some units for the expansions I think more hive units aswell as toss air because both are very weak comparatively IMO
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this was good it showed everything i liked about zerg in sc1 which was pretty much the mutas and showed why they are boring in sc2 now if only blizzard will give us back are beloved muta micro. (nydus worms are awesome)
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On April 22 2010 14:21 IdrA wrote:Show nested quote +On April 22 2010 14:17 Wintermute wrote:On April 22 2010 09:52 IdrA wrote:On April 22 2010 06:23 Wintermute wrote: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. Since you quoted my post, I assume you actually read it, and having read it, realize that I already recognize the fact that roaches are heartier and hydras are more dangerous but fragile. In my mind though, while that makes them not identical, it doesn't really establish that they each have a practical niche within the game that couldn't simply be filled by SC1 hydralisks. In the end, they are both units which are ranged, have no special abilities, and no special counter unit properties (neither of them does additional damage vs light, armored, massive, psionic, etc). They both slither at average speed along the ground. Hydras are effectively the more specialized complement to roaches, capable of shooting over the top, and taking down air units. Yes, there are reasons to make both of them, and you will want to vary your composition according to what your opponent makes, but in the end you want them both because they form an efficient move-attack ranged damage concave. They are not really differentiated the way that zerglings were differentiated from hydras or hydras were differentiated from lurkers. While they are not the same, they have enough similarities that in many situations they simply blend together. just cuz blizzard didnt hang a big sign saying USE THESE UNITS IN THIS SITUATION around their necks doesnt mean they arent specialized.
There are degrees of specialization. IMO the difference between a hydra and a roach is not as great as the difference between a hydra and a lurker, or a hydra and a zergling.
It is like saying that purple is a different color than blue is. Yes, it is a different color, and between blue and purple there are all sorts of even finer variations. Some one with a discerning eye can differentiate a hundred very similar colors. Even so, that doesn't mean that blue and purple are as different as blue and yellow, or any two primary colors.
While striking contrasts are not as organic and true to life, they are often far more eye catching and (to many people) more aesthetically pleasing. For this reason you rarely see corporate logos or national flags that contain different hues of the same color. The preference instead is for a striking contrast between colors, often primary colors.
Similarly, the more easily units are differentiated in an RTS, the more pleasing the game play might be to the mind of the observer or the player. For some one who is very discerning, the roach and the hydra may seem very different in role and function, but having at least some similarities, they can never be as different as two units which have no similarities at all.
The more that Blizzard crowds units together or allows for an overlap in mechanics or role, the less distinct the units become, and the more feeling of sameness ensues. Whether or not there is too much similarity is largely a matter of opinion, but I don't see how any one can argue against the idea that the roach and hydra overlap more than any two units in SCBW ever overlapped. I think something similar can be said with regard to all the ranged units in SC2. The stalker, sentry and immortal all overlap in a way that a zealot and a dragoon never did. Similarly for the marauder and marine vs marine/firebat or marine/vulture, or whatever other comparison you want to make.
The desire to add more units requires either new roles, or a greater similarity in roles. You can only play around with numbers so much before we are differentiating between shades of the same color and trying to find a vanishing level of contrast.
My original point was essentially just this:
SC2 in general has a noticeable lack of contrast between many units, and zerg, having a smaller pool of units to draw from, yet no greater level of differentiation, suffers most greatly from this feeling of sameness. That doesn't mean that any units are the same, only that there is less design space between them, and in the interest of balance, units seem to be getting more tightly grouped together instead of farther apart. The more the roach gets nerfed, the more it looks like a zealot. It's not a zealot, but it's more like a zealot today than it was a month ago.
It is my sincere desire that they can find a way to shake things up and make these units feel more different and distinct. To that end, I'd love to see the lurker brought back, and the roach moved to a more specialized role, even if that means that they get used less often.
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Great post some good points there!
However I feel that Blizzard did not promise to deliver a remake of BW. It is called starcraft 2 because its a different game which might or might not retain the BW traits. As with all game sequels, there is always people who like the changes, embrace them, and there is also those who resent them.
I feel that Blizzard has definitely done a great job in introducing the game to the average players. You no longer need to dish out hours of practice and still get owned by experienced players. I feel that I'm REALLY enjoying the game instead of getting stressed over what is the best build, or how to master micro-ing certain units, etc.
Let us not forget that this is only the Beta and I'm sure Blizzard would seek to improve the game as we go along. I think eventually people would grow to accept SC2 as it is and it will still be an epic game. Afterall if you didn't like it you can always go back to BW or something else.
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On April 22 2010 13:17 KillaCherry wrote: Could a zergling tier 2 or 3 hp upgrade like marines be a viable option? im not sure of the pros and cons just throwing out ideas... The thought is they melt in late game so why not approach that directly?
It would have to be an armor buff, not hp. Past a certain point, a group of ranged units can melt attacking melee faster than the melee can deal effective damage... especially with auto-cluster ensuring that the ranged group will now present the minimum amount of attack surface. There are only 2 ways to change that: make the melee actually take less damage per attack so that they last longer, or add an ability (like dark swarm in BW) that ensures that they don't take damage for at least part of the attack run.
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So was zerg all boring before muta stacking was invented...
I dont think its so bad. Broodlords are powerful and interesting, and infestors will quite surely play important part once people get decent at this game.
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Two points:
1) I am not Zerg player, but must agree with You almost in all what You said. 2) Sadly - it's not only Zergs...
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On April 22 2010 15:09 Wintermute wrote: Similarly, the more easily units are differentiated in an RTS, the more pleasing the game play might be to the mind of the observer or the player. This is simply not true. Its quite pleasing to do a subtle choice between similar but still different units, if you know you can squeeze a subtle advantages from such choices.
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What an excellent writeup. Never thought about how iconic lings were.
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Great post dude! Waiting for those expansions! :D
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Surprisingly, though, the blame cannot rest solely on the Zergling’s small and fragile shoulders. The casual observer might say with infinitely large control groups and auto-surround, the buffs should outweigh the nerfs. But this is simply not the case for the sole reason that Blizzard completely butchered ranged units. And not just Zerg ranged units – all ranged units. With the addition of the Roach, the Marauder, and the Immortal, we now have ranged “tanks” that dish out terrible, terrible damage while being able to soak up a massive amount as well.
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Excellent article. You bring up many good points. I've never though about marauders, emortals and roaches like that, but when I think about it, you're right that they make Lurkers cry =(. They are ranged tanks, like you said which abosrb ridiculous amounts of damage, while having superior fire power to lings/lots/marines respectively. The game has shifted from T1 units being the backbone of armies, to T2(or 1.5?) +/- being the backbone. I hope blizzard knows how to fix this ;/
I also agree about Zergs. They are just not fun to play anymore. The only units that give you a rush of adrenaline while playing are banelings >.<. It used to be so fun with muta stacking and hydras and lurks =(. I never realised they were really the joy of every zerg player.
Being a son of the swarm, I can't bring myself to play Z in sc2 =(. T is way too much more fun than Z to play now.
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Dustin Browder is the reason SC2 is boring. You guys remember when C&C was a huge competitive game with brick shitting moments because I don't.
You're absolutely right. Michael Morhaime put Dustin Browder in the commanding seat of the SC2 development, and he has proven a failure since the introduction of the mothership, and other "cool ultimate units that do terrible, terrible damage".
Let's face it, he came into this development with experience from EA and Command & Conquer 3. For those who played that game, you can see that it was developed by the same person who developed SC2. I'm a platinum Terran player in the beta, and I'm considering going back to SC1 and WC3 because SC2 is incredibly boring to play at this point..
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here is my brain fart:
adrenal glands gives + 100% attack speed (make cracklings a viable strat again) ultras can step over small units/forcefields (atm they are SO big that they are disabled just by the fact that they cant get anywhere) infestors upgrade tier 3 to allow spells to be cast while burrowed (sounds imba but easily countered once you know how they play out) decrease infestor model size a lot! (atm they are just one big target making mind control POINTLESS) nerf broodlords a lot (they are bs imba atm just because zerg have nothing else tier 3) give roach high regen and armour again but much lower hp so (makes high damage units good counter, means that immortal doesn't need that ridiculous +30 to armoured).
what you guys think?
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Let's face it, he came into this development with experience from EA and Command & Conquer 3. For those who played that game, you can see that it was developed by the same person who developed SC2.
I bet no one would have noticed without official information about his work...
Personally i think the overall expectations for Starcraft 2 are so high that there has to be some sort of disappointment. The only reasons why it's so boring right now, is because people start to get the hang out of the basics and think they know it all. If we tried to explore the tricks and exploits of sc2 with the same amount of excitement that people have put into previous games, there won't be no boredom.
That's also the reason why I don't like the current trend of Zergplayers, saying they have to go roach hydra and there is nothing else. There is so much potential in Mutabuilds, the Nydusworm although nerfed, is still very very strong, Banelings, Infestors and Corrupters aren't used to their full potential yet, hell, even the Ultralisk (of course weak in comparison to the Broodlord right now) will find it's place as soon as blizzard adds more maps with wider terrain.
Just stop crying, get unto Bnet and try to make it work! That is what made Broodwar what it is today and not some fancy patchnotes.
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hahaha @ Turbo.Tactics... do you think that zerg players just read up on forums for the best builds and stick to them? no my friend, we have all tried and continue to try as many tactics and combination's that we can. we (zerg players) would like nothing more than to break away from the roach hydra build and we try all the time but you know what? we loose. the mmm and toss sentry/immortal ball of deaths just steam roll any other tactic. so please, give us some credit. play zerg and see how pointless the other strats are. once you played 100 games trying all sorts of tactics and seeing that the roach/hydra one is the only one that gives you a consistent chance of winning come back and post. and you know what, you will be complaining along with us.
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From an observers point of view I can only say that Zerg are rather boring, because the units look too much "the same". If you have a big battle between two Roach / Hydra armies you wont notice which of them belong to which player, because the team colors are not visible on them. Every model has not enough space for that AND the close and clustered armies cover that up really well. In the end you have "lots of brown sauce" fighting "more brown sauce" ... on top of some darkish gray background.
Another thing is that the units themselves are looking too realistic and are not distiguishable enough. In Brood War the Terrans had Marine, Firebat and Medic as infantry. Each of them had their own distinct color. In SC2 there are Marine, Marauder and Ghost and all of them are a somewhat grayish color, although the Marauder is a bit bigger and darker than the Marine and the Ghost carries a long rifle. Those three types are much harder to distinguish for a spectators eye than the ones in Brood War. The whole Zerg race is made up of organic lifeforms, but in Brood War there was no unit which had a "similar look" to another unit. Zerglings were easily distinguishable from Hydras, Hydras looked different from Lurkers and so on. In SC2 however the two "main Zerg units" are somewhat equal in their looks and size, so they are "somewhat the same" and harder to distinguish again. So the realistic looks kill some of the ease with which viewers can see what is happening.
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My postcount has nothing to do with my sc2 experience... and I do play zerg for about 500 games now. I know it seems that Roach/Hydra is the easiest to play at the moment but thats about it.
Credit to Dimaga for the Banelingbust and Idra for a rocksolid Roach/Hydra! I just hope there is more to come...
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Excellent post, I especially would like to add my voice to the argument that hive tech is not worth it.
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OP is brilliant. Zerglings need to regain their old attack speed.
My favorite thing about the Zerg in the original was finding ways to distract with Hydralisks as my mass of Zerglings swooped in from right behind them to quickly kill everything. Then, late game, using Dark Swarm to push Cracklings into any base situation was even more fun. As i see it, if Marines and Zealots can better in SC2, then why can't Zerglings also be a little better (albeit due to the better unit movement)?
While recovering a powerful Zergling, I wouldn't mind seeing the Roach's attack speed reduced and some of its old healing rates returned (not as OP as before, but it's non-existent right now). That would give the Roach a more unique role.
I had hoped Blizzard was going to use the last few patches to scale the Roach down to a unit that would cost less and do far, far less DPS (though retain a high damage amount per attack to keep it a high priority target) with some sizable reduction to the healing. Instead, in those patches, we got the same unit that was oversimplifying the game in all the ways it was before, only now there's virtually nothing left that could ever be unique about it. It's simply a Hydralisk to get before Hydralisks. Its healing, which certainly needed a nerf before, doesn't even exist now, and the only thing unique about it anymore is its high HP (and even that doesn't matter when facing its late-game counters like the Colossus). (I suppose it's neat how it can sneak around while burrowed, but that doesn't feel super unique to me like the healing did.)
On April 22 2010 02:30 zomgzergrush wrote: Ultras = useless thanks to TERRIBLE TERRIBLE damage from the stupid "number countering" system. Armor no longer means shit as all you have to ever do for any armored unit is to make an anti armor unit, be it: immortal, maurader, or OH WAIT, ZERG DONT HAVE AN ARMOR COUNTERING UNIT.
LOL
The number countering system is pretty boring for anybody like me who is obsessively appreciates elegant game systems. However, it still could be used to make a fun game; it didn't need to have the affect you speak of. Blizzard just went too far with it if you ask me. What should have been +1 or +2 bonuses actually go way beyond that.
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Good article. While the community doesn't have as much insight in the game workings as Blizzard does, I truly hope that Blizzard will watch Forums/Sites like TL and give opinions like this one a good thought, including the viewability and playability of a race. Just because a race isn't "broken" it can still be no fun to play with, or boring to watch, which in my eyes equally destroys the game. I really do wonder though how much blizzard is giving weight to the e-Sports community. The more money they see in it, the higher the probability that they will make the game to our liking, right?
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I hope blizzard reads this, but again I hope they take all this with a grain of salt. They know the game 10x better than any of us and I don't see anyone here doing art design or game balance.
SC1 was 10 years of gaming and changes. SC2 beta has months, so you could say it's 1/100th of the way there...
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On April 21 2010 21:53 Seijuro wrote: seriously, im not someone whos shouting out "game is unbalanced" or.. "imba" etc.. i never did in wc3 or bw.. its all about the skill of the players who are facing each other, but seriously.. zerg isnt finished yet, as IrVeNoJu just said... im not saying zerg is weak, but cmon....
1) Zerg NEEDS anti air on t1...(and i dont want anyone to say: u got queen/tower or shit like that, its ridiculous how terra/toss can own u within seconds if u aint got a few hydras out just in time.. what about those banshees? wtf is this? that damage is ridiculous, way too strong.. and that range..cmon or those vikings can fuck you up really hard as well.. and sorry to add this, but... marauder+thor combo = really strong ._.
2) Zerg got no "real" way to scout.. oh yea cmon, u cant get in any base if ur not playing against a total noob, so theres no way to scout for you, and if u actually manage to scout with an overlord, its way too late and u'll lose that overlord, terra+toss back again with their nice scout..
3) i want luuuurkers back o.o =)
4) what is wrong with those mutas? aint of any use, only in zvz and even there its pretty rare
5) whats the use of broodlords or ultras, aint using them anyway, and really expensive..only unit really being used are zerglings, roaches and hydras..
6) we need a caster.. an useful one.. as in bw
and some general problems:
a) theres 0 micro in this game... b) if theres a big fight, u cant just kill some workers off of ur enemy, cuz it says "ur drones are being attacked" and not just "ur under attack"... its made way too simple c) games are over way too fast................ one of the reasons u aint getting any broodlords or ultras, it almost never happens that u'll manage to get into late game
yea, it may all sounds really noobish and it may look like im crying xD but.. i've just had to get it off my chest
and i know, zerg isnt weak, but.. its lacking a few things, it isnt finished yet.. and im not still a bronze player having general problems with this game, im a platinum zerg and its getting worse and worse every day.. people there are pretty ok, but.. still i wouldnt say they are so much better than me, its just SO hard against especially terra
no, seriously do you know wtf you're talking about.
The 2 more prominent indications you don't are you say broodlords suck (when the other 99.9% of the population says theyre way overpowered) and that you think infestors arent good.
Oh and of course that you think mutas suck when every other protoss complains about them to the death
Before you ask me a rhetorical question: yes I have a beta key.
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Great article. I agree and disagree.
The problem with Zerg stems primarily from Roaches. Take a ZvZ for example. The counter to Roaches is Roaches. This has changed slightly with the armor nerf.. as banelings are a slightly viable solution... but generally speaking... Roaches counter Roaches best. Hydras or Mutes don't even counter roaches early game. There is no reward for teching. If you tech to Hydras or Mutes while the other player just spams Roaches... you lose. Mutes can't kill Roaches fast enough.. and only critical mass hydras are effective against Roaches. ZvZ as a result... sucks. I've had some great ZvZ's... but primarily because the other player and myself essentially decide to not go for a roach game.
One thing people are forgetting are the intense power of infestors. INFESTORS ARE THE NEW DEFILER. If a terran army is balled up and coming at you... if you can get 3 goos off on them... by the time they get to your army your units will SHRED them... even your speed/cracklings. I agree the Infestor needs to become smaller in size (they are too targetable), and that T3 should unlock an ability to cast spells while burrowed... but even so... these things are wrecking balls if used right. I've destroyed armies of vikings with Infestors alone.
Banelings are the new Lurker. However... as they are a suicide unit.. it is very hard to find the right balance between what works and what is cost effective. With speed upgrades and melee upgrades.. the things are wrecking balls... but I also still believe that they NEED a T3 option to move while burrowed.
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.
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I'm sticking to zerg after this topic. Haven't played beta yet but you convinced me to stay 
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Great read! I'm totally staying zerg in SC2:D aww the ultra vs 798ling clip made me cry though great job again:D
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On April 22 2010 19:26 Perfect Balance wrote:Show nested quote +Dustin Browder is the reason SC2 is boring. You guys remember when C&C was a huge competitive game with brick shitting moments because I don't. You're absolutely right. Michael Morhaime put Dustin Browder in the commanding seat of the SC2 development, and he has proven a failure since the introduction of the mothership, and other "cool ultimate units that do terrible, terrible damage". Let's face it, he came into this development with experience from EA and Command & Conquer 3. For those who played that game, you can see that it was developed by the same person who developed SC2. I'm a platinum Terran player in the beta, and I'm considering going back to SC1 and WC3 because SC2 is incredibly boring to play at this point..
only problem being that dustin browder left EA long before CnC 3 came out lol
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I do hate that it has become Ranged Blob Wars, but the game is turning out to be pretty good. Now we need to see more harassment units. Seems like terran got all of them (reaper rush, hellion run-by, tank drops, banshee rush, raven missile). Protoss still has DTs, though scan is more accessible making DTs harder to use. Colossi fill the roll of the reaver from a combat perspective, but not really a harassment perspective. And storm is shit now, good luck using that for anything. But worst of all is zerg. Dumbed down mutas? Thanks. Banelings can be amazing for harassment if you can run them by. Am I missing any viable, platinum-level harassment strategy? Zerg really did get the shaft
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On April 21 2010 21:53 Seijuro wrote: seriously, im not someone whos shouting out "game is unbalanced" or.. "imba" etc.. i never did in wc3 or bw.. its all about the skill of the players who are facing each other, but seriously.. zerg isnt finished yet, as IrVeNoJu just said... im not saying zerg is weak, but cmon....
1) Zerg NEEDS anti air on t1...(and i dont want anyone to say: u got queen/tower or shit like that, its ridiculous how terra/toss can own u within seconds if u aint got a few hydras out just in time.. what about those banshees? wtf is this? that damage is ridiculous, way too strong.. and that range..cmon or those vikings can fuck you up really hard as well.. and sorry to add this, but... marauder+thor combo = really strong ._.
2) Zerg got no "real" way to scout.. oh yea cmon, u cant get in any base if ur not playing against a total noob, so theres no way to scout for you, and if u actually manage to scout with an overlord, its way too late and u'll lose that overlord, terra+toss back again with their nice scout..
3) i want luuuurkers back o.o =)
4) what is wrong with those mutas? aint of any use, only in zvz and even there its pretty rare
5) whats the use of broodlords or ultras, aint using them anyway, and really expensive..only unit really being used are zerglings, roaches and hydras..
6) we need a caster.. an useful one.. as in bw
and some general problems:
a) theres 0 micro in this game... b) if theres a big fight, u cant just kill some workers off of ur enemy, cuz it says "ur drones are being attacked" and not just "ur under attack"... its made way too simple c) games are over way too fast................ one of the reasons u aint getting any broodlords or ultras, it almost never happens that u'll manage to get into late game
yea, it may all sounds really noobish and it may look like im crying xD but.. i've just had to get it off my chest
and i know, zerg isnt weak, but.. its lacking a few things, it isnt finished yet.. and im not still a bronze player having general problems with this game, im a platinum zerg and its getting worse and worse every day.. people there are pretty ok, but.. still i wouldnt say they are so much better than me, its just SO hard against especially terra
no, seriously do you know wtf you're talking about.
The 2 more prominent indications you don't are you say broodlords suck (when the other 99.9% of the population says theyre way overpowered) and that you think infestors arent good.
Oh and of course that you think mutas suck when every other protoss complains about them to the death
Before you ask me a rhetorical question: yes I have a beta key.
Thanks SubtleArt! I was starting to question my own beliefs because nobody seemed to have read this post except me....
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On April 22 2010 20:41 snpnx wrote: While the community doesn't have as much insight in the game workings as Blizzard does
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.
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After reading this, I've been swayed to the side of "the zerg is boring." I guess I just never really realized that my entire game plan has been how to effectively get to hydra roach.
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To be quite honest, despite the fact that I agree with the OP on most issues, Zerg is really quite what you make of it (as I would guess T and P are as well). Just because on paper hydra/roach is/seems unstoppable, I find myself straying as far away from that as I can.
I'm a top 10 plat at the moment, and I make decent use out of mass speedlings/banelings, mutas, and an infestor or two thrown in, quite well. Maybe it's just me, but I take satisfaction out of the fact that I can stray away from the norm and still compete without being so far behind.
As much as I hate to make the comparison, those of you who play/played WoW knows that for every class there is an optimal "cookie cutter" spec. I think many people who play SC2 seem to have that mindset as well, and while it may apply to a game like WoW, there are just so many more possibilities in an RTS as (potentially) deep as SC2.
I think we just need to keep our heads high, not be so outrageously demanding, and allow Zerg, and StarCraft 2, time to show it's true colors.
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i'm glad someone else misses zerglings
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ahaha great great read
dont know too much about zerg in sc2 so ill take your word for it
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We need to have a Blizzard Read This Now section for posts like this
Hella great post man!
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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.
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i love you for this read =)
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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
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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?
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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
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I think zergs were so OP in sc1 and now, with that roaches, they are a die-hards nasty creatures =P
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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.
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Watching that ultra tear up all those lings makes me wanna hop onto the OP bandwagon.
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Well said, all those strong ranged units even makes the zealots look like wuzzes
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that was one of the most entertaining threads ive seen so far on TL!
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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?
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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 =/
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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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This is a really good post. I hope blizzard looks at it.
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Great post, I completely agree, its not about balance, it's about the feel of the game in the hands of each race, and Zerg really lacks its SC/BW finesse.
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REally great post, it really sums it up well
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I'm completely horrified by this article. I've been trying to think happy thoughts with regard to the upcoming release of SCII, but now all I have are not-so-happy thoughts. I really hope that feedback from Korean e-sports players is heavily weighted during the beta. I'm not involved enough to know the answer to that question. Starcraft was but a game to me until I became aware of Korean progamer matches. You can't fully respect the legacy that is Starcraft without watching at least 100 hours worth of Jon747's Korean eSports Channel (or equal). If SCII kills micro, then I guess we will always have SC. Maybe I should get my hands on the beta so I can fully form some opinions.
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I'm not sure why but this read made me feel a little sad. :\
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Hey, i love this community btw and iam enjoying going to some forums and reading the info at the top of the page and posting about it.
I used to play Zerg all of the time in SC:1/ Broodwar but now i have switched sides and went over to the side of the always ownage race, Protoss when i played SC:2 beta(at my friends house) becuase, like you said they are way to bland and boring and so i dont get any enjoyment out of the Zerg race anymore.
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i was gonna open a new topic in SC2 and then i realized i had basically copied a section from this article word-for-word which i confirmed when i checked it
c'est la vie; anywhere, here is some random elaboration in why zerglings blow
Glass on Glass - Zergling's Lament + Show Spoiler +This thread is not about racial imbalance. But it is about how one of the defining features of the Zerg race - glass on glass - has dramatically reduced the role of the in Starcraft 2.
All units in any RTS, or any game for that matter, have a certain DPS and a certain hit point; essentially, the ability to dish damage and to take it. Very loosely, this ratio, if low, makes a unit a "tank" or a "meatshield;" if high, you're looking at a "glass cannon."
If you're working with an army of mixed composition, then your goal is for your meatshields to take the hits while your glass cannons dish damage with impunity. When a unit with a low ratio is determined to take damage in lieu of high ratio units, it's known as tanking.
It's easy, then, to see why a mixed army can easily dominate a uniform army if this tanking is done properly. However, if your meatshields are unable to tank for the glass cannons - say, in the case of zerglings which are always going to be in front - then a mixed army, generally speaking, is worse than a uniform army since in glass with tank backup, your glass is killed and at the same time the tanks do not deal much damage during this process; better to have glass with glass support so that when the front lines are broken, the backup has already dealt a whole lot of damage, or to have tank with tank support.
As an illustration, consider a modified version of Starcraft with Attack Marines and Defense Marines; where Attack Marines have double damage but Defense marines have double health. Attack Marines and Defense Marines are, of course, tied in head-to-head combat as one group's doubled damage is negated by the other's double health. In addition, if a combined army is well-mixed and the enemy units acquire targets at random, this is effectively identical to a uniform group of either. However, if a mixed army is able to put Defense Marines in front; the mixed army is more effective than a standard army; if the opponent can find a way to target Attack Marines first, the mixed army is less effective than a standard army and you should have gone with all one of the other.
Tanking, of course, very obviously present in Starcraft 1 as well as Starcraft 2. In Starcraft I dragoons tank for reavers and vultures tank for tanks; in Starcraft 2, roaches tank for hydras and zealots tank for colossi. However, there are many unit compositions without designated tanking units - for example, the Zerg in Starcraft I are an entire race of glass cannons with one major exception, the Ultralisk. In this case, zerglings are doing the tanking, but they are being supported by other glass cannon units - fragile mutalisks, massable hydras, or splashing lurkers. As another example, both zealots and dragoons pack a respectable punch as well as many hit points.
Anyway, where does this bring us?
Right, the Zergling. Perhaps surpassed only in damage output combined with fragility by the REEEEEEEBOOOOOOOOOO, and the bread-and-butter unit of the Swarm, the Zergling is one hell of a glass cannon. And they're good at what they do, destroying marines in open combat, and tearing through cannons like they're not even there. But this raises a question - why the hell are glass cannons front-line warriors? In Starcraft I, the first answer is easy - because everything in the Zerg army is a glass cannon, as I said before. Mutalisks and hydralisks pack a punch, and in fact properly positioned lurkers are even more of a glass cannon than even the zergling. (There is a second answer, and that's the fact that in mixed combat Zerg units really just dish out more damage pound for pound than their Protoss or Terran counterparts, which makes up for this; it's why avoiding the zerg flank is so important; and perhaps a third point, Zerg mobility makes up for this as well when the massive Protoss ball is frequently too strong to throw zerglings at head on. But this is a digression.) As the game progresses and critical masses of ranged units begin to render zerglings (and other melee units) at a disadvantageous position, hive tech gives the zergling is given a new lease on life through three awesome forces - adrenal glands (even more damage), ultralisks (the new meatshield for glass cannon zerglings), and defilers (rendering the glass part irrelevant.)
What of Starcraft II?
Simply put - roaches and zerglings do not go together. They hate each other. It's about as Attack-Marine in front Defense-Marine in back as you can get. More often, you'll see zerglings and mutalisks charging into combat together, or hardy roaches tanking for relatively more fragile hydralisks. Furthermore, in the late game, the zergling has nothing to compensate for the fact that they're really bad at engaging gigantic armies. Between the comparatively sturdy hydra-roach combo, and the ridiculously-hard-to-kill-with-anything-ground-based broodlord, there's not very much glass cannon behind the zerglings to back them up in their suicidal charges. They can still pull their weight early-game when it's viable to have nothing but zerglings, or nothing but zerglings, banelings, and mutas, but come late game they utterly vanish.
This is why the zerglings of Starcraft II cry themselves to sleep at night, with collective memories of the glory days, when minimally supported zerglings could level expansions and slaughter mispositioned armies with ease, running through their primitive, restless minds.
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I agree with absolutly every thing you said. I do believe that the changes to Zerg are better though. Zerg is still very powerful and can compete with the other two races.
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the protoss got colossus and mothership and terran got thor and vikings and zerg got.... a roast infestation.
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I have no idea if anyone already said it, but I will try to sum up what I think is the root of all evil in SC2.
Blizzard is trying to make a newer game off an old. This is fine, in fact they did it with Warcraft. But the difference between Warcraft and Starcraft are, most importantly, the stress in micro and macro, and their fanbase and community. The SC community is way more serious because BW was just about the most perfect RTS. But making a new game with a game valued as near perfect is a terrible idea. I seem to notice that SC2 on the NA server seems to rely more on early game. Whether intentional or not, it's very obvious the lategame for all the races is very lacking. ie Thors sucking, Ultralisks sucking, Carriers and Motherships sucking. Although that is a bit harse and you'll have a different opinion, long macro game armies don't seem that diverse. But this article is about Zerg, and although I'm a fairly new Protoss player, I think I see a few problems. More players are using roaches as tanks instead of zerglings (Which are rendered useless meat against the new Thor and Collosus and anything with splash). And while roaches are good tanks, they cannot be used with Zerglings. In fact, they can only be used by themselves or with Hydras. Zerglings can only be used by themselves or with Mutas. I've only seen ONE SC2 high level replay with Ultralisks and they died anyways.
I've read some of the pages, and they say that Zerg used to be a "mass frail but damage dealing units". In other words, mass glass cannons. I don't really see any glass cannons anymore.
To sum this all off: Blizzard made a new game from an old. And the critics are a-bashin'. SC2 seems to be more focused on early game. T3 on all races (But especially Zerg) are not the "ultimate". Zerg unit combinations that are sparse that are blamed by a mass rework of Zerg units Roaches being incompatible with Zerglings unless it's a strong counter
This may seem pretty messy but hopefully I get my opinion in ^^
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Guess we'll just have to wait and see what else they're going to do :X.
either way, this was a great post
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buff zerglings with + armor and + attack speed.
i remember a game, the protoss went void rays all in without probably defending his base. my hatch and queens died and my 2 mutas. so he had 1 void raid having to kill my 2 gas, hatch (he was doing that atm pool and muta tower) meanwhile i had like 12-15 zerglings in his undefended base. i lost so bad it wasn't even a contest. what i remembered from brood war was that zerglings were unchallanged in taking down buildings etc, as their weak point is obviously their 35 hp. yet every build took really long. muta's should be again given the possibility to shoot while flying, i agree
otherwise i must admit that i find zerg incredibly fun to play. I dont feel at all like they are dull or something, i find it exciting the many choices i have, way more then in broodwar i think. i can start with zerg zergling speed to harass, go banelings for bust, go roaches into roach hydra, can go ling into muta, spine crawler into muta, etc so many options (agree i was woundering many times why zerglings are so crap in big fights, they need buff so much!)
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great read, but do you really think that b-/b is that bad?
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On May 13 2010 09:53 Rkie wrote: great read, but do you really think that b-/b is that bad?
Compared to good players, yes. It's totally arguable, but you get no leniency/weight in discussions just for being B-. No one cares if you're B-, you still can't win shit vs good players.
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And as of now, this is fixed, because roaches take too much food to be your only tank. Not sure I'm thrill about this, but it's a step in the right direction.
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On April 24 2010 21:42 imbecile wrote: 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.
BUMP
lol that ultra ability would be pretty cool! good ideas i hate having my ultras stuck behind lings even when u micro they only get a few attacks in till whatever they are fighting dies in front of them then the lings run ahead. and u gotta basicaly run ur lings around like they are retarded. would be cool if that charge pushed ur units and enemy out of the way too.
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On April 23 2010 06:54 ryanAnger wrote: To be quite honest, despite the fact that I agree with the OP on most issues, Zerg is really quite what you make of it (as I would guess T and P are as well). Just because on paper hydra/roach is/seems unstoppable, I find myself straying as far away from that as I can.
I'm a top 10 plat at the moment, and I make decent use out of mass speedlings/banelings, mutas, and an infestor or two thrown in, quite well. Maybe it's just me, but I take satisfaction out of the fact that I can stray away from the norm and still compete without being so far behind..
ive been reading posts and seen a lot of complaining. so ive been trying to do what ur doing and use banelings and mutas more. i try'd around 10 games with banelings and i got rocked every time. not sure if is because im not getting baneling speed fast enough or my micro is lacking. and i find if u go muta they are only good for a brief time because they are so easy to counter. im rank 25 platinum. i've seen many pro replays with the use of banelings early game but i cant get it to work mutas arent what they used to be.
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Maybe I'm missing something, but how does roach/hydra beat terran infantry + tank? I have lost much larger armies in terms of supply to terran infantry balls with well-managed tank support. IMO infestors or air units are almost indispensable against such an army. Roach/hydra is a strong, multipurpose ground army, but so is MMM, and neither one is un-counterable.
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My name says it all.
You whining piece of shits will hopefully not ruin this game like you did with WoW.
Maybe if you learn to play, your whinings will cease. I own everything with zerg, and it's not even hard. I can easily pump shitloads of units out, and not just one type. Those times are over, noobie. It's time you start THINKING in a damn STRATEGY game.
User was banned for this post.
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