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Burrow at tier 1 - officially! - Page 12

Forum Index > StarCraft 2 HotS
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JackReacher
Profile Joined September 2012
United States197 Posts
January 15 2013 21:28 GMT
#221
Burrow Roach regeneration at Tier 1 would kill PvZ stone dead, that's a cast-iron guarantee. Roach all-ins would be completely unstoppable.
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-01-15 21:42:38
January 15 2013 21:33 GMT
#222
On January 16 2013 06:24 Derez wrote:
This just further discourages harassment and unit pressure like all of HotS.


Not sure where you are coming from with this. I play zerg and I have a beta key, so I've played HotS since december and my experience is 180 degrees the opposite. I get harassed the shit out of me, and I feel forced to build more units than in WoL just to get an economy up and not fall way behind. I have even flat out died to crippling harass damage before lair several times. If terran is aggressive it is actually hard to "just macro" for me. Reapers and mines are very good, the options for terran pressures are improved. So much, that in combination with improved terran and protoss defensive capabilities I feel more limited as zerg, because WoL pressure is easier to handle for these races.

I don't pretend to know all the potential issues with hatch burrow, but no need for terrans to go over board on this just yet I feel. It's not even in the beta yet.
sagefreke
Profile Joined August 2010
United States241 Posts
January 15 2013 21:41 GMT
#223
On January 16 2013 06:33 LoveTool wrote:
Show nested quote +
On January 16 2013 06:24 Derez wrote:
This just further discourages harassment and unit pressure like all of HotS.


Not sure where you are coming from with this. I play zerg and I have a beta key, so I've played HotS since december and my experience is 180 degrees the opposite. I get harassed the shit out of me, and I feel forced to build more units than in WoL just to get an economy up and not fall way behind. I have even flat out died to crippling harass damage before lair several times. If terran is agressive it is actually hard to "just macro" for me. Reapers and mines are very good, the options for pressures are improved. No need for terrans to go over board on this one.



Pretty much this... If its not a 8-10hellions running through my base trying to roast everything, it's widow mine drops, or some other form of harassment. Zerg has no early game options other than to turtle and try to defend against other races harassment. At least with this change there is SOMETHING Zerg can do to deter harassment and even punish greedy players.
yo yo yo
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2013-01-15 21:47:27
January 15 2013 21:43 GMT
#224
On January 16 2013 04:00 convention wrote:
Show nested quote +
On January 16 2013 03:40 Uni1987 wrote:
On January 16 2013 03:06 MorroW wrote:
On January 16 2013 02:58 Uni1987 wrote:
On January 16 2013 02:48 MorroW wrote:
this sounds extremely broken and wrong


Fair game if you tell me.

it just seems kind of broken to go roach rush and be able to heal your roaches during it. how would you kill them anyway?

thats just 1 example but i think theres alot of ideas that pop up.
and not to mention the constant paranoia walking on the map knowing there could be a huge trap anywhere at any given time. the way it is now youll know when burrow could be done, but you probably already have somewhat of map control to eliminate most of the position where baneling mines could be.
now its like, you move out with hellions and lings unburrow on top of them and kill them. or you make a bio pressure and 2 banelings alone could theoretically kill it all.
it just suddenly feels like a very hit and miss game if you wanna move out on the map for any kind of pressure

its maybe not the burrow use itself that would be broken, its the fear of it being used and not knowing if it is


kind of all from my own perspective what i said so far. but thinking as a protoss for a moment here, wouldnt having burrow in time for any single gateway pressure be kind of broken?
all lovely 8 minute timings with 3-4 gate pressure, or massive gateway allins all seem so incredibly weak to do. and without those threats being very relevant, it allows for a lot more drones helping them later on


It puts you in a more awkward position i agree, but it is exactly the situation zerg is in ZvT. We have a fear all the time of, bunker rushes, widow mines, or hellions. I added hellions to that list because I think it's just retarted how there is literally slim to none skill involved, wiping out the zerg eco. It can be handled, but definatly sticks under the category of that "fear" you speak of. And really, how potent will it be? Terrans tend to get an ebay up quite early nowadays..

The point he was trying to make, and still stands, is that you cannot "scout" for where burrowed banes are. You walk over them, you lose the game, and that's it. You can scout for hellions, you can scout for bunker rushes, you can prevent hellions from getting into your base and behind your mineral line unimpeded. There is fear he could be doing a strategy and you aren't scouting for it, then there is the fear that at any point you could lose the game without being able to know beforehand. The second one scares me. If I know that a bunker rush will kill me, then I know I chose a greedy build so I am prepared for the consequences. I don't choose to apply pressure to the zerg, I have to. And if he has burrow, and there is no way I can know where the burrowed banes are, then I could instantly lose all of my marines and the game. That's scary that I could lose the game at any point without having the ability to prevent it.

simple, spread your marines as you walk across the map? O.o Or just open up hellions after an expansion and you'd see if he has burrowed banes around the map.

I think the change is awesome but its def a big zerg buff and not sure if they need it or not currently. But it adds a lot of cool early game things that would spice up hots early game for zerg as there were no previous changes lower tech than hydra/swarmhost/infestor/muta when terran have widow mines and protoss have mothership core.

One of the things im looking forward to is a roach pressure build with burrow that forces terran to lift his CC. The burrow to delay landing the CC again or to do additional roach micro. Burrow being a good investment early on to put a ling at each sequential expansion your opponent takes.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
January 15 2013 22:02 GMT
#225
So, it seems the swarm is evolving! Or in this case, devolving back into BW!
Bora Pain minha porra!
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2013-01-15 22:05:41
January 15 2013 22:04 GMT
#226
On January 16 2013 07:02 Sbrubbles wrote:
So, it seems the swarm is evolving! Or in this case, devolving back into BW!

Evolving INTO BW. ;D

I don't know, I really like burrow at tier 1, but I have a feeling that what Morrow said is the truth, it will be very good against every kind of all-in or pressure, and maybe too good. It just makes Zerg even more defensive in the early game which shouldn't be the case.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
nemonic
Profile Joined November 2011
132 Posts
January 15 2013 23:03 GMT
#227
I don't see much purpose in this change. 100 gas in early game is a big investment if you ask me. It's definitely not something you would research in every standard macro game, because it significantly slows down your BO. I also feel like it's common in the current metagame to get a quick lair anyway which theoretically also allows you to get quick burrow. And honestly: which specific early game anti Zerg offense should be hindered by giving Zerg Burrow on Hatch tech? In ZvP, no Protoss will get aggressive before Zerg has Lair anyway. The same goes for ZvT. I just don't see any use for this change apart from some early game cheese.
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
January 15 2013 23:10 GMT
#228
isn't this just to compensate for siege tank upgrade removal ?
Because if it is i'm okay with that.

Terran can protect early with tanks and zerg with burrow bane,everything is fine.
RIP MKP
TheLunatic
Profile Joined February 2011
309 Posts
January 15 2013 23:28 GMT
#229
Give detection back to msc if this is gonna happen
Qikz
Profile Blog Joined November 2009
United Kingdom12071 Posts
January 15 2013 23:30 GMT
#230
On January 16 2013 08:28 TheLunatic wrote:
Give detection back to msc if this is gonna happen


Why? Just push with stargate tech or robo tech. Isn't that what happens anyway?

Also it's not as if burrowed banelings even do anything to protoss units anyway.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TheDraken
Profile Joined July 2011
United States640 Posts
January 15 2013 23:39 GMT
#231
On January 15 2013 07:25 Stingart wrote:
Fencar made a good comment:

Burrow is extremely useful in TvZ, and at least moderately useful in ZvZ.

Zerg can burrow Banelings in pathways to either waste scans for the Terran army or to kill tons of Marines, they can burrow Zerglings at expansions to force scans before landing CC's, can burrow Drones to save them from Marine drops and run-by's, can burrow Infestors to harass with Infested Terrans, and you can burrow Zerglings in the Terran's base during a run-by to harass even more later, etc.

I honestly don't think that Burrow needs to be at hatchery tech.


Burrow your drones so no harass can kill them. Nice buff for Zerg i'd say.


yes because while you camp your marines over the burrowed drones the zerg is clearly getting far far ahead.
fast food. y u no make me fast? <( ಠ益ಠ <)
People_0f_Color
Profile Joined August 2010
177 Posts
Last Edited: 2013-01-16 00:16:45
January 16 2013 00:15 GMT
#232
What if they made the burrow animation on hatch way more obvious? Or required an evo chamber? THen you would have a chance to scout it and see it coming, which means you could counter it by going harder econ or investing in drops/airtech as toss?

Afterall, by that point of the game, terran can scan to see if zerg is going for burrow tech and toss's just got the hallucination abillity. I think they should try it and find a way to weave it in before yelling "imba". It would make a VERY stale early game for zergs into something far more interesting in the expansion.
JShark
Profile Joined January 2013
Korea (South)15 Posts
January 16 2013 00:23 GMT
#233
On January 15 2013 07:50 Existor wrote:
As Zerg I think, that Protoss is okay against this. Both their teching paths will have detection (Observer or Oracle), but what about Terran? He will need to waste scans around the map to see burrowed units, and it's very expensive and shut downs any agression from Terran against Zerg, because he can lose marines against 2-3 banelings.

--------------------------------------------------------------------------------------------------------------------------------------------

Main idea

What about giving Reapers mini-version of Sensor Array? Lets name it "Battlefield Awareness", like previous cliff-vision for Reapers. It will spot cloaked and burrowed units with red spots near Reaper, but not detect!

--------------------------------------------------------------------------------------------------------------------------------------------

Explanation how it works

Reaper will recieve a small mobile version of Sensor Array tower. Reaperwill be able to spot with red dots (like Sensor Array tower spotting units in Fog of War) burrowed and cloaked units. It will not detect, just spot with red dots, like Sensor Tower!

Terran players will be able to choose:

- Hm, don't walk here!! Too many red dots, dangerous zone! It may be banelings or zergling/baneling trap!
- I should scan here, looks like I can kill it if I will scan at this place.

--------------------------------------------------------------------------------------------------------------------------------------------

Numbers

Mobile mini-sensor radius can be 5-6 or 10-11 around Reaper. So you will be able to see something burrowed or cloaked at that distance. It can be coldown based activable ability, when press ability button and Reaaper recieves temporary sensor, or just passive ability with smaller range

--------------------------------------------------------------------------------------------------------------------------------------------

TL;DR

Reapers will recieve passive or coldownbased activable (for short time) ability "Mobile Sensor" which grants ability to see burrowed or cloaked units without detecting them.


I actually really like this idea! ))
emc
Profile Joined September 2010
United States3088 Posts
January 16 2013 01:39 GMT
#234
So much negativity, and why? Because of theory crafting? Let's actually test this out first and see what it does before jumping to any major conclusions.

I think burrow at hatch tech can easily be compensated for other things. Like buffing missile turret cost from 100 down to 75 for terran and buffing cannon detection range for protoss. Lots of things could be changed, but I think it's for the better honestly, the more early game options for zerg the better, I'm sick of having to 3H toss every single game.
Protosnake
Profile Joined September 2011
France295 Posts
January 16 2013 05:24 GMT
#235
On January 16 2013 08:28 TheLunatic wrote:
Give detection back to msc if this is gonna happen


May aswell forget about the T1 burrow idea if it's to make it completely useless.
The WoL zerg design of "Expand or die" should have an end. Right now there is no viable aggressive option against FFE. At best this change may end the FFE NR20 era, at worst the protoss will scout the lack of 3rd and put up 1 or 2 more canons.

Meanwhile burrow still take 1min40 and 100/100 to complete, which is a lot. So it could also do absolutely nothing.
TheAppetizer
Profile Joined February 2011
United States146 Posts
January 16 2013 05:32 GMT
#236
This would brew great for early game defense with banelings and offence with roaches. Zvz will become very interesting with ling traps and burrowed Roach timing attacks.
IamPryda
Profile Joined April 2011
United States1186 Posts
January 16 2013 05:39 GMT
#237
making a change like that is too much in the early game. i think its fine at lair tech if anything shorten the time on it a little or atleast make it require and evo chamber if you want to experment it with tier 1
Moar banelings less qq
ineversmile
Profile Blog Joined December 2010
United States583 Posts
January 16 2013 05:39 GMT
#238
Wouldn't it be better just to make burrow cheaper and/or reduce its research time, but keep it at Lair tech? The point is to make burrow a part of the game at an earlier time...it could still be Lair tech, but just take 60 seconds. Or 40 seconds. And it could be like WG research and just cost 50/50. It doesn't have to be so exaggeratedly-early, and at least if there's Lair tech required the opponent could scout the hatcheries, see one of them is (upgrading too/finished) lair, and then play around burrow.

I'm with MorroW on all his arguments--I think it's too random for the game. We don't need more coinflips in this game.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Toads
Profile Blog Joined February 2009
Canada1795 Posts
January 16 2013 06:04 GMT
#239
On January 16 2013 14:39 ineversmile wrote:
Wouldn't it be better just to make burrow cheaper and/or reduce its research time, but keep it at Lair tech? The point is to make burrow a part of the game at an earlier time...it could still be Lair tech, but just take 60 seconds. Or 40 seconds. And it could be like WG research and just cost 50/50. It doesn't have to be so exaggeratedly-early, and at least if there's Lair tech required the opponent could scout the hatcheries, see one of them is (upgrading too/finished) lair, and then play around burrow.

I'm with MorroW on all his arguments--I think it's too random for the game. We don't need more coinflips in this game.

The point of this buff is to give zerg an opportunity to be aggresive on hatch tech because right now it's not possible if you don't all in
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
BigRedDog
Profile Joined May 2012
461 Posts
January 16 2013 06:13 GMT
#240
On January 16 2013 14:32 TheAppetizer wrote:
This would brew great for early game defense with banelings and offence with roaches. Zvz will become very interesting with ling traps and burrowed Roach timing attacks.


For ZvZ, mutas is the key. Spending gas on roaches and burrow delays mutas by a lot. The only way i see this is possible is if you do a timing all in with burrowed roaches before lair tech.

Big Red Dog!
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