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On August 03 2010 12:18 Sheth wrote: I think its just the way you say stuff Floop. You made it sound like my point was stupid because I don't make banelings. I'm always open to discussion, just I don't want people to bash my ideas, with posts that aren't right. Banelings do not help in dealing with choke points. Takes a bazillion banelings to break either a PF, or a Thor or to even reach a tank. I geuss the point isn't about 200/200 combinations in the open, but in a choke. You know?
Well perhaps I worded it poorly but my point was that banelings are the best choice of unit in a choke since they:
A) don't block each other since they attack and get out of the way =P B) don't take up much room C) are really fast with the speed upgrade D) take up the least supply so you can have, within reason, 120 banelings E) are only really vulnerable to mass tank, since every other composition either is weak to banelings (hellions, bio) or doesn't have splash (thors, air support like BCs or vikings). A few ultras to absorb initial hits also can go a long way into getting banelings in melee range.
Now I completely agree with your post - zerg has no real way to gain area control like lurkers did, or dark swarm did. They don't have that one necessary spell or unit that really says "GET OUT OF THE WAY HERE I AM!"
Now unfortunately the maps right now are largely terran favored, with 1 big attack path (steppes, LT, kulas) and ledges (LT, kulas) and not a lot of positions for flanking. I think we need to take a step back and look at the bigger picture. Perhaps we should not be balancing the game around the maps, especially since blizzard seems to be pretty set on balance now til the expansions, but instead we should balance the maps around the game. More attack paths, larger more open centers (python anyone?) Less cliffs, more wide ramps.
Hopefully this makes sense to you.
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On August 03 2010 12:28 Phrost wrote: You have to be clever when you attack. You can't 1a with a 200/200 army against an entrenched position doesn't make anything unbalanced. The zerg army is a lot more mobile than terran and non-gateway protoss units. You need to use tactics to your advantage.
I've broke tank lines with burrowed infestors and spam infested terran to splash them to death. Use overlord drops and multi-prong attacks to force slow moving units to be unable to defend.
If you don't use infestors then you're really doing it wrong because a few NP and fungal growths can turn the tide of a battle in a huge way. Especially with ultralisks.
So what about defending choke points?
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On August 03 2010 12:28 Phrost wrote: You have to be clever when you attack. You can't 1a with a 200/200 army against an entrenched position doesn't make anything unbalanced. The zerg army is a lot more mobile than terran and non-gateway protoss units. You need to use tactics to your advantage.
I've broke tank lines with burrowed infestors and spam infested terran to splash them to death. Use overlord drops and multi-prong attacks to force slow moving units to be unable to defend.
If you don't use infestors then you're really doing it wrong because a few NP and fungal growths can turn the tide of a battle in a huge way. Especially with ultralisks. Yeah Sheth. You need to be clever when you attack. You can't just attack head on. You have to be sneaky. Try some drops sometime. Or maybe pop in a nydus worm. Maybe spread some creep tumors and run around his army all day? Send some lings to snipe his expos? Send some mutas to harass his main? Did you ever think about that, Sheth? Did you?
Seriously, posts like these are getting really annoying to read. First, you're telling one of the top North American Zergs how to play the game. Second, you're giving flat out terrible advice. I mean, maybe they haven't heard of something called missile turrets in tank lines Gold League, or maybe that whopping 36 AoE damage to siege tanks is somehow game changing there, but please believe me when I tell you it doesn't matter much. Yes, whenever NP had an infinite duration, mass infestors were really good against mech. But not any more. Third, your post has nothing at all to do with the thread. You just assume the OP is complaining about Terran mech (by the way, there's nothing in the OP that's asking for advice against Terran mech) and you miss the point entirely. He's pointing out a flaw in the game, and it's not something you can fix just by changing up your playstyle. Especially when fixing this flaw in the game can have an enormous impact on Zerg playstyle.
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I know blizzard was keeping an eye on win loss records for each race during beta, but I was wondering if there was anything newer for top diamond and platinum. I got put into top platinum and can't attack/defend without getting super lucky! What is your win loss/record vs terran. Mines probably 3:1 for terran.
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On August 03 2010 12:38 Saracen wrote:Show nested quote +On August 03 2010 12:28 Phrost wrote: You have to be clever when you attack. You can't 1a with a 200/200 army against an entrenched position doesn't make anything unbalanced. The zerg army is a lot more mobile than terran and non-gateway protoss units. You need to use tactics to your advantage.
I've broke tank lines with burrowed infestors and spam infested terran to splash them to death. Use overlord drops and multi-prong attacks to force slow moving units to be unable to defend.
If you don't use infestors then you're really doing it wrong because a few NP and fungal growths can turn the tide of a battle in a huge way. Especially with ultralisks. Yeah Sheth. You need to be clever when you attack. You can't just attack head on. You have to be sneaky. Try some drops sometime. Or maybe pop in a nydus worm. Maybe spread some creep tumors and run around his army all day? Send some lings to snipe his expos? Send some mutas to harass his main? Did you ever think about that, Sheth? Did you? Seriously, posts like these are getting really annoying to read. First, you're telling one of the top North American Zergs how to play the game. Second, you're giving flat out terrible advice. I mean, maybe they haven't heard of something called missile turrets in tank lines Gold League, or maybe that whopping 36 AoE damage to siege tanks is somehow game changing there, but please believe me when I tell you it doesn't matter much. Yes, whenever NP had an infinite duration, mass infestors were really good against mech. But not any more. Third, your post has nothing at all to do with the thread. You just assume the OP is complaining about Terran mech (by the way, there's nothing in the OP that's asking for advice against Terran mech) and you miss the point entirely. He's pointing out a flaw in the game, and it's not something you can fix just by changing up your playstyle. Especially when fixing this flaw in the game can have an enormous impact on Zerg playstyle.
I agree, I'm really getting sick of reading advice on things Zerg can do other than 1a. Everything else is so easily beaten that 1a is all zerg has left. Drops dont' work, nydus doesn't work, burrow move doesn't work, base racing doesn't work - all that's left is to meet the army head on.
Reading about things before the game came out it sounded like Zerg had all these sneaky new abilities, but instead Terran got them all because they have a dozen routes to harass and put aggression on Zerg while Zerg gets nothing of the sort.
It's not like the Zerg community never gets around to building Nydus or burrow move or Drops - it's that those tactics just don't work.
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Banelings are fun but they do not have any power to push because they suicide. The best they can do is break a couple supply depots to let zerglings up. They are wonderful at counter-attacking marines but again, that is a counter attack not a way to break through.
The only real unit we have to break through is the broodlord, the issue being that vikings massively outrange anything we have to kill them and consequently can repel broodlords with very little effort (and those broodlords cost a fortune and don't show up for ages).
Protoss can get overwhelmed by a mass of mutas (their hard counter, the phoenix, requires kiting) or ultras or even just enough roach/hydra if they let the Zerg econ get out of hand. Terran on the other hand can sit behind a few tanks thors and vikings and beat any army the zerg player can assemble.
The nydus worm dropping to only 8-10 seconds and unloading units 2 or 3 at a time (or even just at twice or 3 times the speed) would give a good option to get around chokes. This would still be expensive but at least we could reasonably use the worm against a competent player. At a decent level any strategy which relies on surprise to do anything and costs a lot is just not viable. Note that if a Terran player scouted the Nydus Network he could just make a perimeter of siege tanks or marauders but this would be a large investment (especially if the zerg goes mutas which means the Terran then needs towers to defend his other guards).
Giving the Zerg player a solution to get around chokes is really what we need. Given the limited number of units zerg have it is probably better to have an army wide solution rather than just 1 unit (for example improved nydus rather than roach burrow going up cliffs). If only 1 unit got a way to avoid chokes that would become one of the only usable units.
Another idea could be to make the Nydus worm cloaked until it emerges, though this really just forces a few more turrets and has the same issues as roach burrow. Still, either this or a faster build combined with faster spawn from the worm could give zerg a valid attack strategy.
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On August 03 2010 13:06 fdsdfg wrote:Show nested quote +On August 03 2010 12:38 Saracen wrote:On August 03 2010 12:28 Phrost wrote: You have to be clever when you attack. You can't 1a with a 200/200 army against an entrenched position doesn't make anything unbalanced. The zerg army is a lot more mobile than terran and non-gateway protoss units. You need to use tactics to your advantage.
I've broke tank lines with burrowed infestors and spam infested terran to splash them to death. Use overlord drops and multi-prong attacks to force slow moving units to be unable to defend.
If you don't use infestors then you're really doing it wrong because a few NP and fungal growths can turn the tide of a battle in a huge way. Especially with ultralisks. Yeah Sheth. You need to be clever when you attack. You can't just attack head on. You have to be sneaky. Try some drops sometime. Or maybe pop in a nydus worm. Maybe spread some creep tumors and run around his army all day? Send some lings to snipe his expos? Send some mutas to harass his main? Did you ever think about that, Sheth? Did you? Seriously, posts like these are getting really annoying to read. First, you're telling one of the top North American Zergs how to play the game. Second, you're giving flat out terrible advice. I mean, maybe they haven't heard of something called missile turrets in tank lines Gold League, or maybe that whopping 36 AoE damage to siege tanks is somehow game changing there, but please believe me when I tell you it doesn't matter much. Yes, whenever NP had an infinite duration, mass infestors were really good against mech. But not any more. Third, your post has nothing at all to do with the thread. You just assume the OP is complaining about Terran mech (by the way, there's nothing in the OP that's asking for advice against Terran mech) and you miss the point entirely. He's pointing out a flaw in the game, and it's not something you can fix just by changing up your playstyle. Especially when fixing this flaw in the game can have an enormous impact on Zerg playstyle. I agree, I'm really getting sick of reading advice on things Zerg can do other than 1a. Everything else is so easily beaten that 1a is all zerg has left. Drops dont' work, nydus doesn't work, burrow move doesn't work, base racing doesn't work - all that's left is to meet the army head on. Reading about things before the game came out it sounded like Zerg had all these sneaky new abilities, but instead Terran got them all because they have a dozen routes to harass and put aggression on Zerg while Zerg gets nothing of the sort. It's not like the Zerg community never gets around to building Nydus or burrow move or Drops - it's that those tactics just don't work.
This.
Theoretically drops with overlords are wonderful and nydus worms seem like zerg just got arbiters. In practice though basic scouting (which is a given at diamond level) negates them, especially as the opponent has better scouting tools (scans and sensor towers are amazing scouting tools). Overlords are good scouts as are zerglings but they tend to tell you everything about the middle of the map and very little about the opponent's base (which is what you actually want to know). Sacrificial overlords do give good information but can be shut down by hunting vikings or marines, scans have the same power but are completely uncounterable.
As for the baneling idea ... yeah well, sure ... 1 Thor has 400 hp so a baneling needs roughly 20 hits on it. Splash is irrelevant given the size of the thor. So that's 1000 minerals 500 gas to kill 300/200 ... and don't get me started on the barracks wall or the banelings that die to siege tanks on the way in. If you want to try this out, make a custom game with a friend, make a lightly defended terran position (3-4 tanks, 3 thors, a few marines or marauders or hellions, 2 barracks as a wall) and send 120 banelings at it. Then think about the relative costs. And for more fun, put a planetary fortress there and throw any number of things at it.
Interestingly in the lower leagues zerg are still interesting because things like the Nydus work (I have a few friends in gold/silver who use a lot of nydus). This is because the Terran player has no scouting whatsoever (even in the corners of his own base). It would be nice to make these a theat even against a decent opponent. Note that I didn't say make it win us games, but just be a threat and force them to adapt just like we have to adapt to their different forms of harass.
On a sidenote, anyone else find that the swarm (other than the zergling and suicidal baneling) is not much of a swarm ? It would be nice to have some form of 1 pop unit :/
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Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop.
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On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
FE with a queen is a requirement to be on par with a 1-base Terran - it's not an answer to anything.
As many people have said many times, burrow move roaches are negated by a single sensor tower. It's not fun to spend 250 gas on tech and 300 gas on units and realize that your opponent spent 100 minerals to make it useless.
And the roach regen is also useless, it got nerfed down to almost nothing.
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop.
When you say 'you', realize you are talking to all Zerg players, even the best ones that were pros in Starcraft 1 and are planning to play sc2 professionally. How conceited is it to tell these people how to play the game with about 5 seconds of theory-crafting and zero testing?
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On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop.
Look at the cost of all that roach research, and then think about the odds of being able to take a diamond level player after said research.
Not to mention that when they're "cloaked," they can't attack.
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On August 03 2010 13:37 fdsdfg wrote:Show nested quote +On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower). FE with a queen is a requirement to be on par with a 1-base Terran - it's not an answer to anything. As many people have said many times, burrow move roaches are negated by a single sensor tower. It's not fun to spend 250 gas on tech and 300 gas on units and realize that your opponent spent 100 minerals to make it useless. And the roach regen is also useless, it got nerfed down to almost nothing. Show nested quote +All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop. When you say 'you', realize you are talking to all Zerg players, even the best ones that were pros in Starcraft 1 and are planning to play sc2 professionally. How conceited is it to tell these people how to play the game with about 5 seconds of theory-crafting and zero testing?
I believe you mean turret not sensor towers cause they don't detect burrowed units 
As a Terran, Zergs need a buff some how. Their scouting seems really weak early game needing to sacrifice 100 minerals to know what the other opponent is doing. We need more balanced maps to help zerg.
BTW, has any zerg tried a quick tech to drops? Maybe using lings and roaches and drop into the Terran's main as early as possible. Medivacs drops are devastating sometimes and i'm just wondering if zerg could pull it off with similar effects.
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On August 03 2010 13:41 rewsky wrote:Show nested quote +On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop. Look at the cost of all that roach research, and then think about the odds of being able to take a diamond level player after said research. Not to mention that when they're "cloaked," they can't attack.
The micro it provides combined with the macro of zerg should favor the zerg. Right?
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I agree completely, back in broodwar RvZ the second I saw an orange cloud 99% the first thingi thought was "Aaahhh crap, get the he'll out!" but now literally I was sitting right on a LoS blocker. Was unsieged with a midgame sized mech army as in tanks and marine marauder support. I was unsieged on blistering sands heading for the xelnaga tower he got a absolute perfect flank, zerglings roaches and hydras from both sides, I couldn't siege he had a slightly larger army. I won. Got to his base pushed it in.
BUT keep in mind this Is only the first expansion. SCBW would t be balanced without corsairs, lurkers, dark Templar and medics. Next expansion I'm fairly sure is the zergs so if blizzard doesn't at least tweak the numbers to make everything more balanced (which I think would be terribly stupid not to) units will be added and hopefully stuffll balance out.
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I think banelings are kind of bad, their strenght is mostly being really cheap but infestor are much more realiable, I don't really see much use to banelings mid/late game. I think Zerg need maybe a new upgrade for banelings for late game and ultra need to cliff walk!!! (Could send the ultras the other way to flank even if there is a cliff)
Beating a choke is very very hard, usually I find that going broodlords to attack the furthest tank is a great choice then you push w everything and you need some infestor in front to fungal and spawn as many infested terran in the frontal tank and neural the front thor. All in all it is still pretty much impossible to pull off.
Overseer could see a new spell because I find that changeling is largely useless vs good players, anyway just scout with the overseer... contamination is good but I would add another cool spell and remove changeling crap. I don't agree that their scouting is weak early game however. Mass drop is as always very good for zerg, but it's too hard to beat the push and zerg defensively need some boost to fight big balls, the other race have too many strong defensive tactic for zerg to ever be able to push a well positioned defensive army(which will be the case of every good player in the near future).
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On August 03 2010 14:00 Calamity wrote:Show nested quote +On August 03 2010 13:37 fdsdfg wrote:On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower). FE with a queen is a requirement to be on par with a 1-base Terran - it's not an answer to anything. As many people have said many times, burrow move roaches are negated by a single sensor tower. It's not fun to spend 250 gas on tech and 300 gas on units and realize that your opponent spent 100 minerals to make it useless. And the roach regen is also useless, it got nerfed down to almost nothing. All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop. When you say 'you', realize you are talking to all Zerg players, even the best ones that were pros in Starcraft 1 and are planning to play sc2 professionally. How conceited is it to tell these people how to play the game with about 5 seconds of theory-crafting and zero testing? I believe you mean turret not sensor towers cause they don't detect burrowed units  As a Terran, Zergs need a buff some how. Their scouting seems really weak early game needing to sacrifice 100 minerals to know what the other opponent is doing. We need more balanced maps to help zerg. BTW, has any zerg tried a quick tech to drops? Maybe using lings and roaches and drop into the Terran's main as early as possible. Medivacs drops are devastating sometimes and i'm just wondering if zerg could pull it off with similar effects.
One thing about medivac drops is the medivacs aren't wasted resources at all - it's a 150/100 starport and let's say 400/400 for units that heal the army while they fight - they are a significant part of the battle and they drop the units in a little ball, just as they want to be.
Getting an overlord drop means finishing the lair and then spending 300/300 on the research - which really needs 2 bases. Z has to spend a lot of gas to get here, but I'm just trying to illustrate how late the upgrade can be gotten if an army is sacrificed. Keep in mind that without zergling speed, Zerg is allowing the Terran to get a free win with speed reapers or hellions which have no T1 counter other than speedlings.
Anyway, past all that, the zerg units drop into the enemy base and must navigate all the buildings - exactly what they don't want to do (they want to fight in the open, remember?) Terran completely dictates where the units fight since all of their units outrange all of zerg's units.
When Terran drops, it can choose a nice spot behind the mineral line that has good chokes. When Zerg drops, it can't choose where the fight will happen.
Terran can also answer to this with their own drop (or just plain attack) and force a baserace which T cannot lose. Z has no such option when dropped, he must deal with the drop immediately or lose right there.
That's pretty much the whole theme of the ZvT matchup - there are dozens of things that can happen that can cause the Z player to lose outright if successful, but not cause any significant damage to the T player if failed.
For instance, Z drops and loses the whole army to some well placed siege tanks. T can now counter-attack and gurantee the win.
T drops and loses the whole army to some good fungal and hydras. If Z attacks T, T just has to stick a tank and a couple marines behind the choke and he is immune to a counterattack.
I know that can be said for any harass, but in ZvT T has all the harass options.
On August 03 2010 14:15 Nub4ever wrote: BUT keep in mind this Is only the first expansion. SCBW would t be balanced without corsairs, lurkers, dark Templar and medics. Next expansion I'm fairly sure is the zergs so if blizzard doesn't at least tweak the numbers to make everything more balanced (which I think would be terribly stupid not to) units will be added and hopefully stuffll balance out.
If that's Blizzard's direction (which it seems like it might be), then that's retarded. We don't get a competitive game until 2 years down the road? What is this then?
There are a lot of little game mechanics that really seem to favor Terran above P and Z. Terran gets autocast repair and autocast heal, Terran has siege/unsiege on different hotkeys - same for viking land/lift off. Zerg gets the same hotkey for burrow/unburrow, protoss gets the same one for morph to/from warpgate. Small stuff, yeah, but it's weird playing the campaign and finding all these shortcuts to make life easier that only T gets and exist in multiplayer as well.
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On August 03 2010 14:12 BigHawk187 wrote:Show nested quote +On August 03 2010 13:41 rewsky wrote:On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop. Look at the cost of all that roach research, and then think about the odds of being able to take a diamond level player after said research. Not to mention that when they're "cloaked," they can't attack. The micro it provides combined with the macro of zerg should favor the zerg. Right? No stop theorycrafting. Please.
On August 03 2010 14:15 Nub4ever wrote: BUT keep in mind this Is only the first expansion. SCBW would t be balanced without corsairs, lurkers, dark Templar and medics. Next expansion I'm fairly sure is the zergs so if blizzard doesn't at least tweak the numbers to make everything more balanced (which I think would be terribly stupid not to) units will be added and hopefully stuffll balance out. If this is Blizzard's mentality, then it's terrible. SC2 was meant to be a standalone game. The fact that they're holding off the next expansion for 18 months attests to this. Are we really supposed to wait 18 months before Blizzard starts "tweaking numbers" again?
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Yeah the problem with drops is that it costs you 2 upgrades costing a total of 300/300. This doesn't sound like a lot but in reality when you get tier2 you have to desperately spend that gas on anti-air or you will outright lose the game to air. This is another undiscussed problem with nydus.
I don't think blizzard is planning on not fixing the game until the expansion and I don't know why people think this is the case. However im not sure they understand the problem or the solutions.
I really really dont see the fascination people have with banelings. They are a good strong unit for their purpose and if a player has bad composition or terrible positioning they can win you the game. But its AE power is really no different than the awesome power of pre-igniter hellions or tanks.
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Have to agree with Sheth here, I also want to say the lack of diversity I think is what is going to make me go ahead and change races. It really feels like the only truly reliable build I have is to just "out macro" my opponent and get a large food differential and press that advantage. However due to the unit imbalances stated in this thread and players starting to learn how to abuse these imbalances in defensive positions that window where I can press an advantage seems to be shrinking every game. But all that aside, I want to be able to have more than 1 style of play at my disposal and right now anything but a macro heavy game feels very unstable against equally skilled opponents as a Zerg.
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On August 03 2010 14:30 Saracen wrote:Show nested quote +On August 03 2010 14:12 BigHawk187 wrote:On August 03 2010 13:41 rewsky wrote:On August 03 2010 13:26 BigHawk187 wrote: Why don't you try a build that caters to zerg's strengths and stop worrying about BC's Vs Ultras. I don't play zerg, but FE queens wouldn't own terrans that wall off? Roaches have crazy utility burrow/hp regen/cloak (basically but slower).
All I'm trying to say is that I think it's more likely that you are not playing optimally rather than the game developers grossly miscalculated the basics of a game that took 12 years to develop. Look at the cost of all that roach research, and then think about the odds of being able to take a diamond level player after said research. Not to mention that when they're "cloaked," they can't attack. The micro it provides combined with the macro of zerg should favor the zerg. Right? No stop theorycrafting. Please. Show nested quote +On August 03 2010 14:15 Nub4ever wrote: BUT keep in mind this Is only the first expansion. SCBW would t be balanced without corsairs, lurkers, dark Templar and medics. Next expansion I'm fairly sure is the zergs so if blizzard doesn't at least tweak the numbers to make everything more balanced (which I think would be terribly stupid not to) units will be added and hopefully stuffll balance out. If this is Blizzard's mentality, then it's terrible. SC2 was meant to be a standalone game. The fact that they're holding off the next expansion for 18 months attests to this. Are we really supposed to wait 18 months before Blizzard starts "tweaking numbers" again?
well as retarted as it is, it could just b another marketing scheme... all the Zs and Ps will move on and Ts either follow or just TvT all day. Literally forcing you to buy expansions for a balanced game. I really hope not but the community only does so much. Also about hotkeys it seem even more pointing to this retartedness though IMO I find separate hotkeys harder to use >.<
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I'm a lower level zerg player and I frequently find myself losing in macro games where I have the advantage in both economy and army. I can't really prove that I didn't just throw it away with nub tactics, but I figured I would at least throw my testimonial on the pile.
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