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Zerg and free units - Page 10

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Protosnake
Profile Joined September 2011
France295 Posts
January 31 2013 08:16 GMT
#181
On January 31 2013 11:32 Unsane wrote:
Show nested quote +
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


This thread was supposed to point out the design flaw of free units for the swarming race.

Taking a look at BW zerg, you couldn't surround the terran or toss while he was in his base. You could also expand a lot while he was in his base. It was easy to surround the terran or toss when he moved out. Your cost ineffective units became very cost effective when all of them, being melee, could attack him all at once. So you expanded more, thanks to the map control he relinquished so he could survive the early/mid game. This forced your opponent to either move out or lose to your expo advantage. When it came time to attack him if he wasn't moving out, you were supposed to throw units at him, but you could because you were actually mining on 5ish mineral lines at once while he was maximum 3. The economics in BW played a role in how many bases each race needed, zerg included, and map control was given to the race that needed more bases.

Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings). This is a design flaw, cost effectiveness is mech's territory and mech, btw, is not about being slow or immobile, its about being cost effective, at the cost of having to always be prepared. Terran design was supposed to be about holding ground and being the most cost effective out of the races. A toss was even far more wasteful than a terran. A zerg only received effective units to attack a fortified position late late in the game, and these units weren't mindless 1A units, bad players were bad with them.

And before you claim there must have been an imbalance, there was. For the race that was supposed to be more wasteful. For the race that was supposed to expand because they were simply were given mechanics that favoured this.
In ZvP, zerg tended to win more.
In ZvT, zerg tended to win more.
In PvT, toss tended to win more.

This imbalance in the statistics is linked solely to which race was expected to take more bases. And everyone was happy with this imbalance.

EDIT: trust me, id love to have zerg compensated for being less cost effective....


Taking a look at BW zerg, pretty much every unit was cost effective, Zergling were insanely strong and so were hydralisk and defilers, the larva mechanic was more limiting the number of unit than increasing it

Why shouldnt zerg be cost-effective ? Did you missed the part where it was the case for most of WoL and their winrates plummeted because of how predictable and easy to counter it was ?
"Cost-effectiveness should be the territory of Mech", but yet Terran can still play Zerg style by going full bio ? This isnt broodwar, there should be more than 1 comp available to every race, and it is.

Winrates were changing every year and if Z was statistically favored in ZvP it wasnt the case at all for ZvT : http://i.imgur.com/gmXwO.png
Big J
Profile Joined March 2011
Austria16289 Posts
January 31 2013 09:04 GMT
#182
On January 31 2013 06:41 Rabiator wrote:
Show nested quote +
On January 31 2013 01:55 Big J wrote:
On January 31 2013 01:38 Rabiator wrote:
On January 31 2013 00:59 xsnac wrote:
nothing is free . you would better open and talk about cost efficiecy since time=money=uits that takes time to spawn units = resources . same for energy , time = energy , time = money , energy = money

Sorry, thats rubbish, because the Broodlings spawned by the Broodlord are replaced faster than you can kill them and then you still have the "your units that cost resources to replace die while only stuff that costs no money dies for the opponent" problem. Energy isnt the same as money if you have a "potential ratio" of getting the equivalent of EIGHT stimmed Marines for a fully charged Infestor which just occupies TWO supply ... The potential to focus your power on one point in time is just too much for caster units, but the rate of fire of Broodlords is so high that it replaces the free units it generates as they die. With a lot of Infestors the energy regeneration is pretty high, so energy is not a factor.

Now if there was a "permanent cost" - something like losing hit points for every Broodling dropped - it might work, but there isnt anything like it. In BW the Dark Archon lost all its shields every time it cast Mind Control and that was great.


Sorry, that's rubbish, because you can simply do the math.
A Broodlord spawns 1 every 2.5seconds+1extra on the first shot. In a 5second combat, there are 4 Broodlings spawned by a broodlord. That's 120HP. That's less than what 3stimmed marines do damagewise in that time - so easily cleaned up fast by any reasonable marine army. (that's why unsupported broodlords aren't very good vs marines unless you can mass them or get a perfect position)

Sorry, but I don't believe there is any reasonable even scenario in which your statement is true.

What maybe discussable is the "frontload amount of Broodlings spawned" in the first seconds. Meaning that a combat is started on 0cooldown and with 2broodlings that spawn before the opponent can combat the broodlords, due to range (longrange vs air excluded).
E.g.: 10 Broodlords spawn 20 broodlings at the beginning of a combat, 30 in the first 2.5seconds.

So in conclusion, it's quite the opposite of what you are talking about that maybe a problem. Broodlords do too much early on in a combat, not in the longrun!

You didnt think that one quite through and try the idiot way to prove your point by totally ignoring that those Broodlings are killing the Marines while the Marines only kill "free stuff that gets replaced at almost twice the range of the Marine". So your calculations are totally skewed and personally I hate people who try to fake a statistic into proving their point. In any case you have a "1 Broodlord = 3 stimmed Marines" equation and dont include the damage which those 4 Broodlings do to the Marines in the same time; the Broodlord will still be there at the end of the five seconds, but the Marines will be gone (more or less).

If your "calculation" was correct, why arent we seeing Marines advancing on Broodlords and killing them then anyways?

4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ... at 9.5 range even. Thats basically almost three dead STIMMED Marines.


Wohoo 1 strawman per sentence, a new record!!!
If you think I was implying that 3marines=1broodlord then you should read again.
I said 3marines are easily enough to clean up the broodlings spawned. Nowhere did I say that they wouldn't take damage (mostly from the Broodlord, not from the Broodlings), wouldn't die or would win the combat. That's just strawman bullshit you made up. The crux is that with a reasonable compostion and army concentration in the combat, you can clean up the Broodlings very fast and advance only slightly slowed towards the Broodlords.
Whst is really hindering you, is the army under the broodlords and the infestors. Not the broodlings. They are a nonissue, unless you want to take on 10Broodlords with 10marines...

You know, what you are discussing above is whether marines counter broodlords. What I was replying to, was that Broodlords produce Broodlings faster than they can possibly get killed (something you stated). Yes they can. You can do the math or watch any reasonable Broodlord vs reasonable composition combat.
+ Show Spoiler +
And yeah, Marines are quite good vs unsupported Broodlords, unless we are talking about 20Broodlords+ or something like that. The reason why we don't see that "running up to the Broodlords and killing them" very often, or however you put it, is that Broodlords usually get supported by a ton of other stuff (stuff that is in its way much more durable than Broodlings) that kills Marines on the way there, blocks their way there or most famously roots them on their way there.


+ Show Spoiler +
Even though it has nothing to do with the discussion above, I just had to comment on this:
4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ...

From Wikipedia, Swarm Seeds, the ability of the Broodlord: Spawns Broodlings upon each of the Brood Lord's attacks.
Somewhere I must be missing the fact that BROODLINGS do impact damage...

So there are two different units that deal damage to your units during the combat. The Broodlord and the Broodling. The whole discussion is about the Broodling, so I really have no clue why you would add the initial impact damage of the Broodlord to that discussion... It is completely independend of the Broodling. If you don't believe me, check Liquipedia WoL Beta Balance Patch 7, that changed the Broodlords damage but didn't have any effect on Broodlings.

Furthermore, I really have no clue what (6.2 * 7.5) = 46,5 should be... A Broodling has 6.2dps, but I don't get the rest. Your example featured 4 Broodlings and every Broodling lives up to 8seconds. So if you want to calculate the total possible damage by 4 Broodlord attacks+4Broodlings over their lifespawn (which it seems like you were aiming for), the approximation is 6.2*8*4+20*4 = 198.4=278.4.
If you want to calculate the total damage done upon impact of the Broodlords projectile and the Broodlings first attack, it's 4*20+4*4=96 (as a Broodling has 6.2dps, but only 4damage per hit)
drkcid
Profile Joined October 2012
Spain196 Posts
Last Edited: 2013-01-31 09:16:35
January 31 2013 09:15 GMT
#183
Zerg free unit from a desing point of view are ok. Lets put an example: a bunker full of marines. Lets suppose that Z needs a siege unit, what unit would be? a siege tank with acid and legs? a bigger roach? that would be boring. What you imagine when see videos about the Z is a swarm of "aliens" attacking the bunker.
Now, if you make basic Z units more cost-efective it will broke all the balance right now because they will be cost-effective not only on siege situations, also in every situation.
The easiest way to deal with it is free units that acts like proyectiles we should see broodlings or swarm host like "missiles" that can be destroyed. The problem is when those free units are enough powerful to replace basic Z units, like infested marines, but thats more a problem of balance than desing from my point of view.
Just for fun
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
January 31 2013 10:02 GMT
#184
On January 31 2013 13:18 Spyridon wrote:
Show nested quote +
On January 31 2013 09:36 ChristianS wrote:
Zerg has all manner of strengths as a race, and I don't think most people here are saying they shouldn't or attacking most of them. But if something Zerg has is legitimately imbalanced, shouldn't that be addressed just as much as if Terran or Protoss had an imbalanced unit or strategy in their arsenal?


Show nested quote +
It's way too early to judge HotS from a balance perspective accurately. Zerg's additions in HotS are late-game, while the other races got earlier additions, so one would anticipate that Terran and Protoss would win a bit more often until Zerg learned to properly hold off aggression and defend until hive. Once they do, I'm certain Zerg's winrate will go up a bit, at least against Terran. Protoss's lategame is quite a bit stronger in HotS, but Terran's changes are much less lategame-oriented. I suppose the raven change will be nice, and if that battlecruiser damage buff is still in the game, that should help occasionally.


Seems your 2nd paragraph contradicts the first? You say if somethings legitimately imbalanced it should be addressed, then say its way too early to judge from a balance perspective...

All there is to go by atm is watching the trends of how Terran and Protoss have changed, and if that's any indication Terran and Protoss are even at higher ranks, with Zerg still far behind.

I'm sure peoples counter argument for this is going to be that the balance is going to change, but lets face it, the current results hold a lot more weight than guesses of what is actually going to happen in the future.

There's no contradiction between saying "there could be imbalances" and "I think it's too soon to say Zerg as a race is underpowered in HotS." I haven't even seen any statistics on winrates in HotS; even if there were any, they would largely be meaningless, because the game changes pretty much every week. Blizzard is largely making changes based on what they think makes for better gameplay at the moment, because there really isn't a good way to measure global balance at this point.


Show nested quote +
I must have missed the thread where people complained endlessly about hatch-tech burrow. I remember the thread where it was announced, and comments were mostly positive. There's always someone complaining about anything you can name, especially in this community, but I don't know the overall consensus was negative. Possibly someone expressed concern about the possibility of burrowing banelings at hatch-tech, since baneling landmines are a very powerful tactic that was previously limited by your opponent needing lair before they could get them.


Look at pretty much every Zerg thread on the HotS forum. You will find endless amounts of people who say "just get burrow instead of ling speed" who don't even understand the basics of Zerg build orders, or the fact that researching burrow delays either your queens or lair, harming or preventing macro focused builds and leaving some glaring weaknesses to be exploited.

People whine; this is the internet. But some subjects generate a huge uproar (evidence of maphacking, Orb saying the n word, etc.) while other subjects only get whiners here and there. In any change like moving burrow to hatch tech, there will be some people in favor and some people opposed; why are you so offended that the people who are opposed are vocal about it?


Show nested quote +
And the issue isn't that zerg siege is too strong in HotS; the problem is that fungal combines with zerg siege to great effect in WoL. Judging the lategame in HotS is waaay too difficult at this stage, since games reach lategame so rarely and there's been so little time to work out compositions and tactics in a lategame scenario.


So why are people (even in this thread) STILL arguing about the WoL metagame on a HotS forum? As I said, shows how ridiculous people are being...

Because we have to consider the lategame design during beta, and there's very little evidence so far as to what lategame HotS actually looks like, so we have to guess based on the more well-explored WoL lategame and what we know about the new units. For example, someone might have the concern that viper/broodlord would be a difficult composition to deal with because the vipers can blinding cloud anything that gets in range of the broodlords, thus preventing them or the vipers from ever being hit. That's a potentially legitimate concern, but we wouldn't have seen it much yet because lategame HotS games are rare. So we compare it to the existing WoL metagame and try to decide just how troublesome this new composition really would be.


Show nested quote +
Zerg leave their base all the time. The only time Zerg wasn't really able to leave their base was TvZ pre-queen range buff, when hellions were used to contain the zerg. That was nearly a year ago. As for T and P being unbreakable, that depends on how well they defend. In WoL, Zergs all-in against T and P all the time, mostly because it works fairly often. A huge number of TvZ's end very early because the Terran went 3CC and didn't turtle up enough, and the Zerg just baneling busts with lings or roaches and kills him.

Nobody complains about Zerg turtling with broodlord/infestor. They complain about Zerg attacking with broodlord/infestor. Once Zerg has broodlord/infestor they want to be defending with static defense, not units. This way they can continue their death push while drops and such try to pull them back, but to no avail.


Why do you keep talking about WoL balance when this is supposed to be about HotS?

In response to saying Zerg leave their base all the time, again check out the Zerg threads on the HotS forum. I've even stated to others many times that there are situations you can leave (particuarly in ZvT), but that doesn't change the fact that there still exists builds where Zerg can't safely leave base until lategame tech (heavy tank pushes for example).

While I'm unaware of any tank pushes that make it unsafe for zerg to ever leave their base from game start to hive tech, I'll take your word for it. Even if there are effective contain strategies against zerg, so what? If one player dedicates resources to containing the other, and then the other player is temporarily contained, that sounds like how the game is supposed to work to me. If you dedicate the resources to breaking out (say, building mutalisks), then you are no longer contained.

What strikes me as odd about this is that Zerg has BY FAR the easiest time maintaining map presence of any of the races. Protoss probably has the hardest time, unless you count observers (and that's not really map presence). In general map control usually goes to the player with the faster units, which is nearly always the zerg player. So you complaining about Zerg's many woes of being unable to move out on the map is, well... I don't know how else to describe it, other than patently untrue.


Show nested quote +
Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


How could you decide what the best part of getting broodlords are supposed to be? They were the upgrade from Guardians to Broodlords in WoL, and one of the things that made up for Zergs lategame being significantly weaker than it was in BW.

Without completely rebalancing Zerg as a whole, removing broodling and locusts would gimp the whole concept of Zerg siege. Even moreso than BW, Zerg is balanced to be weaker unit per unit in small numbers, but powerful in heavier numbers. This is the only reason the current iteration of Zerg siege works.

But mostly what I was saying, was it's silly that people complain about EVERY single unique strength of the Zerg race. Apparently if something works different from the other races, it's OP.

I didn't decide it. I observed it, based on playing and watching Starcraft. Broodlings have nice little advantages like forcing tanks to unsiege, but when it comes down to it, they're not that powerful and they have fairly little to do with why BL/infestor is so strong. I know broodlings aren't that important compared to fungal combined with siege range, because if the problem were the broodlings, it wouldn't be very difficult to deal with. If you've ever fought a BL/infestor army with 4-8 hellions in your own army, you know that the broodlings are virtually a non-issue. It's really easy to kill off the broodlings; but when you do, there's still a broodlord infestor army driving toward your base that you haven't done anything about, because the broodlings aren't that important.

In general Zerg is designed to be weak in small numbers but strong in overwhelming numbers, but broodlord infestor does not follow this rule. The infestor is one of the most cost-efficient units in the game, and if you manage broodlord infestor right, you can easily do it without losing a single broodlord, or at least force your opponent to trade 50+ supply to kill one or two broodlords that you immediately replace. That's not winning through strength by numbers; that's winning through having a more cost-efficient army than your opponent.

Again, it's the internet, there's always somebody complaining about everything. But most people aren't really complaining about most of the strengths of the Zerg race. Zerg has larvae-based production, which makes them vastly different from the other races. This has disadvantages like making it more difficult to produce army and economy simultaneously, but it can also be a huge advantage, like when you scout that your opponent has a giant carrier army that will be in your base inside of a minute, and you still easily have time to pump out enough corruptors to defend yourself. I'm not complaining; I'm stating generally accepted facts. People will bring up these strengths when they address issues with lategame zerg, like when they say "The problem isn't just broodlord/infestor, it's that because of Zerg's production mechanics you can never take air superiority to kill off the broodlord/infestor, since Zerg can easily produce 50+ corruptors on a whim if the situation calls for it." They're not complaining about the strength of the Zerg race per se, they're complaining about broodlord/infestor, and noting that this particular strength of the Zerg race exacerbates the problem.


Show nested quote +
Since that's a direct reference to my post, I assume I'm the one you're responding to. What about the Tempest? I said that siege units are long range, meaning to fight them you have to either approach before you attack, or find a unit equally long-range. In WoL there's nothing with sufficient range to attack the Broodlords, since the other siege units attack ground, so you have to approach. This only becomes a problem because Fungal Growth is specifically designed to prevent the opponent from approaching. The effect is that a) you need to approach the army to fight it, and b) you can't approach it, therefore c) you can't fight it.


Once again, why are you arguing about WoL balance in a HotS forum, where you even said yourself its too early to judge HotS balance?

What's Wings of Liberty about this? People were talking about the problems with broodlord/infestor, and saying the Swarm Host exacerbates them. I was disagreeing, and said the real problem was that the broodlord is an air siege unit that you need to approach in order to fight, and you can't approach because of fungal growth. Then you said what about the Tempest, since that's an air siege unit too; and I said that's true, but Protoss doesn't have fungal growth to stop the enemy from ever approaching their Tempests.

I don't actually know why you disagree with me so strongly. I only stepped into this forum trying to clarify what the real issue with broodlord/infestor really is, since people seemed to think it was free units that make it difficult to deal with. I tried to make clear that this is not, in fact, the issue with broodlord/infestor, and that the Swarm Host doesn't really suffer from any of the problems broodlord/infestor does.


Show nested quote +
We use WoL information to balance HotS all the time, because we have a lot more data on WoL than HotS and the two are fairly similar. I hear zergs are having a big problem with the tempest/high templar army PvZ; since I play neither P nor Z I haven't experienced many such games, and can't comment on whether there may be an issue there. I'm certain Blizzard wants to let players try to find an answer to the composition before they just throw nerfs at it, which is a valid philosophy. In TvZ, however, BL/infestor is still a very strong composition for all the same reasons as in WoL.


But you said yourself, its way too early to judge HotS, so why would you try to from a prior iteration? Hell, even judging from past patches doesn't make sense. 2 balance patches ago the leaderboards were all Protoss, look at what just a couple small changes did.

BL/Infestor is still strong, but nowhere near as strong as it was in WoL, and Terran has not only more and stronger ways to harass to prevent it from getting to that point, but also some new timings that could be exploited.

It most certainly is too early to make any general statements about global balance of the game. Most of the gamespace is still completely unexplored, and most players are still just using WoL builds and seeing if they still work. And most of them continue using these WoL builds because their opponents are also still using WoL builds. How can you possibly judge the balance of a new game, when most people haven't even really stopped using the strategies from the old game yet?

But Blizzard is doing all kinds of local balancing. That is, they're not throwing a nerf bat at one race because it's performing too well, but they are nerfing individual units if it seems like in gameplay it's working a little too well. The widow mine got a nerf to primary damage, not because the Terran win rate was too high, but because if you watched widow mine gameplay against the other races, it seemed like it was doing a little more damage than it should.

This is where balancing by comparison to WoL comes in. If the Warhound is significantly stronger than every WoL unit was, the Warhound is probably OP. If Swarm Host pushes are doing a lot more damage than Zerg pushes in WoL typically did, it might be that the Swarm Host is a little too strong.

Giving Terran more options and timings to attack Zerg before broodlord infestor comes out does not address the broodlord infestor issue, and let's not pretend for a second that it does. The problem isn't even exactly that the matchup's win rate is skewed, although it may be; the problem is that if the Terran's win condition is to kill Zerg before hive tech, and the Zerg's win condition is to reach hive tech, then that's bad game design, regardless of win rates.


Show nested quote +
Who are these objective players you're referring to? You already confessed that at least 2/3 of the forum is biased against you. Are Zergs that don't see an issue with BL/infestor the only objective ones? What about the Zergs who still think there's a balance issue there, even though they don't appear to have anything to gain from nerfing it?


You could call anyone who isnt crying about anything being gamebreakingly OP an objective player, which there are few around these days.

BL/Infestor was an issue in WoL I agree, but this isn't even the same iteration of the game, people need to let that go.

How bout I bring up how OP Terran was at release of WoL (in comparison to the end of WoL) and use that for an argument of balance? How would you feel about that? That's basically what people are doing now with Zerg. It makes no sense to argue balance out of old + outdated information.

Actually, I'm not crying about anything being gamebreakingly OP. I'm not even 100% convinced BL/infestor is overpowered in Wings of Liberty. I guess by your standards that makes me an objective player, although I don't at all come to the conclusion that you said "any objective player" would.

In designing HotS, Blizzard is trying to fix the problems they see with Wings of Liberty. Since BL/infestor is obviously still in the game, then they need to make sure there are responses to it, and in TvZ they haven't really added one. That's not a matter of "letting go" of previous iterations of the game. That's a matter of acknowledging a problem that was present in a previous iteration of the game, noting that it hasn't been addressed, and concluding quite obviously that the unaddressed problem will still be a problem.


Show nested quote +
No really though, this makes you sound really, really paranoid. I think most everyone here who complains about imbalance or bad design does so because they actually think there's a balance or design issue to be fixed that could improve the game. And you don't really have any good reason to believe differently, you're just dismissing everyone's opinions by asserting that they secretly want Zerg to cease to be a viable race so their opinion shouldn't be taken seriously.


Not paranoid, just kind of annoyed. You don't see topics popping up for every single buff that Terran and Protoss get, saying free siege and free hallucation are game-breakingly OP and not fun to deal with, yet the few buffs that Zerg got have people complaining that the race is broken, when the results show nothing of the sort.

You say I'm dismissing peoples opinion, I wouldn't mind an argument if you had some sort of information or results to back it up. But instead of that, people are using "opinion" as "fact", when in reality they have no facts to back up their claims. I'm not dismissing their opinions, reality is. If Zerg starts dominating, and these issues people are complaining about actually do become a problem, then I'll have no problem accepting opinions that these issues are a problem. But that's not the reality of the situation.

At least WoL BL/infestor was backed up by results. Now people are complaining about "burrowed banelings" and "free units" with absolutely no results to back that up. Where are all these dominant Zerg players, with their burrowed baneling bombs and unstoppable ultralisks and limitless amount of free units that are "impossible to deal with"?

Zerg isn't in this all-powerful state that people are acting like they are, and definitely not in a state that nerfs should be happening to the few strong aspects of the race that are keeping Zerg working in HotS.

You've made quite clear that a) you think Zerg is probably UP in HotS, and b) you think the forum is systematically biased against Zerg. But actually, there was a thread complaining about the free siege upgrade. When the widow mine was buffed, there were complaints about it. When the caduceus reactor and emergency thrusters buffs came down, everyone was in an uproar about it. Just recently there was a thread built on the premise that Zerg, as a race, is underpowered (I didn't follow the thread, but I suspect you were somewhat in favor of the premise). I don't see any evidence that the community is especially biased against Zerg or any other race; it's just people giving feedback about the game, which is what a beta is for.

If you think the world is against you, and they're actually not, that's paranoid.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Protosnake
Profile Joined September 2011
France295 Posts
January 31 2013 10:29 GMT
#185
On January 31 2013 19:02 ChristianS wrote:

If you think the world is against you, and they're actually not, that's paranoid.


It's not about the world, it's about you.

Zerg was the swarm all-in race for a long time, spamming cost-ineffective units out of 2/3 base until it stopped working because of how mono-dimensional and predictable it was
So they needed to transition into something able to be cost effective : infestor/broodlords, that created a lot of issue, gameplay and balance wise, mostly because since it was the only real way of being aggressive and cost-effective, it was hard to nerf without breaking the entire race

Now they are trying to fix that by giving Zerg more aggressive options at more various timing, and you want to deny that right, probably thinking that early WoL Z was a good idea, so in the end you somewhat want Z to get nerfed
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-31 11:29:49
January 31 2013 10:55 GMT
#186
On January 31 2013 18:04 Big J wrote:
Even though it has nothing to do with the discussion above, I just had to comment on this:
Show nested quote +
4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ...

From Wikipedia, Swarm Seeds, the ability of the Broodlord: Spawns Broodlings upon each of the Brood Lord's attacks.
Somewhere I must be missing the fact that BROODLINGS do impact damage...

So there are two different units that deal damage to your units during the combat. The Broodlord and the Broodling. The whole discussion is about the Broodling, so I really have no clue why you would add the initial impact damage of the Broodlord to that discussion... It is completely independend of the Broodling. If you don't believe me, check Liquipedia WoL Beta Balance Patch 7, that changed the Broodlords damage but didn't have any effect on Broodlings.

Furthermore, I really have no clue what (6.2 * 7.5) = 46,5 should be... A Broodling has 6.2dps, but I don't get the rest. Your example featured 4 Broodlings and every Broodling lives up to 8seconds. So if you want to calculate the total possible damage by 4 Broodlord attacks+4Broodlings over their lifespawn (which it seems like you were aiming for), the approximation is 6.2*8*4+20*4 = 198.4=278.4.
If you want to calculate the total damage done upon impact of the Broodlords projectile and the Broodlings first attack, it's 4*20+4*4=96 (as a Broodling has 6.2dps, but only 4damage per hit)

For the "initial 20 damage" just look up the Broodlord and you see "20 damage".
http://wiki.teamliquid.net/starcraft2/Brood_Lord

For the damage over 5 seconds you take the damage per SECOND (6.2) - which is bigger than the individual attack since the cooldown is less than 1 - and multiply it by the number of "Broodling seconds". Here I noticed that I made a mistake in the calculation, because there are two Broodlings which last the full five seconds (I only counted one) and another one joins them after 2.5 seconds, so the total "Broodling seconds" isnt 7.5 but rather 12.5 for a total of 6.2 * 12.5 = 77,5 damage. Add this to the 4 * 20 = 80 damage from the initial impact of the four Broodlings and you get 157.5 damage of one Broodlord against those Marines, which means the three Marines would all be dead before the five seconds are up, thus one Broodlord deals with more than that easily and even if any remaining Marines could reach the Broodlords they still have to travel a distance of 4.5 before doing that and there would be new Broodlings all the time, so the Terran has lost quite a lot before the first "real hit point" is lost by the Zerg. In addition there are rarely any "unsupported Broodlords" in a game ever and this support - usually in the form of Infestors - can make the "getting there" part a bit tricky.

Obviously there is some sort of adjustment in this due to the defensive / offensive upgrades, but the fact remains that Broodlords deal a huge amount of damage through endlessly generating free units while preventing any ground based AA units from getting there (unless they have Blink) and the ones that actually get into range are usually dealt with by the support units of the Broodlords.
If you cant say what you're meaning, you can never mean what you're saying.
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
January 31 2013 11:36 GMT
#187
On January 31 2013 19:29 Protosnake wrote:
Show nested quote +
On January 31 2013 19:02 ChristianS wrote:

If you think the world is against you, and they're actually not, that's paranoid.


It's not about the world, it's about you.

Zerg was the swarm all-in race for a long time, spamming cost-ineffective units out of 2/3 base until it stopped working because of how mono-dimensional and predictable it was
So they needed to transition into something able to be cost effective : infestor/broodlords, that created a lot of issue, gameplay and balance wise, mostly because since it was the only real way of being aggressive and cost-effective, it was hard to nerf without breaking the entire race

Now they are trying to fix that by giving Zerg more aggressive options at more various timing, and you want to deny that right, probably thinking that early WoL Z was a good idea, so in the end you somewhat want Z to get nerfed

Me? What about me? I haven't advocated any Zerg nerfs. I'm not even certain broodlord infestor is so bad as everyone says; I almost wish HotS weren't coming so soon so there was a little more time to try to find an answer to it before the whole gamespace resets to unknown.

I also never said anything about wanting to remove Zerg's early-game options in HotS. I'm not even sure what early-game options you're referring to; Zerg play is mostly unchanged for early game, and swarm host isn't really any faster than the aggressive options Zerg has now with infestors or mutas.

That's also a pretty inaccurate description of Zerg's metagame history in WoL. I mean all three races had various 1-, 2-, and 3-base all-ins throughout the development of the game, but Zerg was hardly defined as the all-in race before infestor broodlord. They did make a lot more play of their midgame armies, certainly; consider the days of mutalisk play TvZ before infestors became popular. I'm talking 2-base ling muta, taking a third while harassing on maps like Tal'Darim Altar and Metalopolis, back when we had MMA mass dropping Zergs to victory off of 2 bases. That's the sort of thing the metagame was made of before broodlord infestor became the defining characteristic of every Z matchup, and it was in no way all-inish; far from it, actually. It was defined by expanding all over the map, if anything.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-01-31 12:34:38
January 31 2013 12:32 GMT
#188
On January 31 2013 19:02 ChristianS wrote:
There's no contradiction between saying "there could be imbalances" and "I think it's too soon to say Zerg as a race is underpowered in HotS." I haven't even seen any statistics on winrates in HotS; even if there were any, they would largely be meaningless, because the game changes pretty much every week. Blizzard is largely making changes based on what they think makes for better gameplay at the moment, because there really isn't a good way to measure global balance at this point.


Before I respond, I find it quite ironic that you say you actually agree with me and others here on some points, yet for some reason you are arguing some of the points you claim to agree with.

In response, your quotes of your self... that's not what you said man. Your exact words were "If Zerg has something that is legitimately imbalanced it should be addressed". Then your next paragraph "It's way too early to HotS balance perspective accurately".

Taking that in to consideration, you DID contradict yourself. Now your saying "its too soon to say Zerg as a race is underpowered". If that's the case, it should be too early to judge if something is imbalanced as well. Yet for some reason your talking about legitimate imbalance? Contradiction.


why are you so offended that the people who are opposed are vocal about it?



Because we have to consider the lategame design during beta, and there's very little evidence so far as to what lategame HotS actually looks like, so we have to guess based on the more well-explored WoL lategame and what we know about the new units. For example, someone might have the concern that viper/broodlord would be a difficult composition to deal with because the vipers can blinding cloud anything that gets in range of the broodlords, thus preventing them or the vipers from ever being hit. That's a potentially legitimate concern, but we wouldn't have seen it much yet because lategame HotS games are rare. So we compare it to the existing WoL metagame and try to decide just how troublesome this new composition really would be.


How don't you see this is still contradicting your earlier comments? You say you can't judge HotS balance, you say right here that theres little evidence of endgame... So you try to guess from WoL and extrapolate what's going to happen in HotS?

How about waiting until imbalance actually happens before complaining about it? You ask why I'm so offended? Because of exactly what you are doing here. People (including you) are straight up making guesses about what's going to happen, and claiming theres "legitimate imbalance".

Right now, things are not imbalanced. And you tell me I'm paranoid?? I'm not the one talking about legitimate imbalance when the numbers don't show it... now THAT'S paranoid.


While I'm unaware of any tank pushes that make it unsafe for zerg to ever leave their base from game start to hive tech, I'll take your word for it. Even if there are effective contain strategies against zerg, so what? If one player dedicates resources to containing the other, and then the other player is temporarily contained, that sounds like how the game is supposed to work to me. If you dedicate the resources to breaking out (say, building mutalisks), then you are no longer contained.

What strikes me as odd about this is that Zerg has BY FAR the easiest time maintaining map presence of any of the races. Protoss probably has the hardest time, unless you count observers (and that's not really map presence). In general map control usually goes to the player with the faster units, which is nearly always the zerg player. So you complaining about Zerg's many woes of being unable to move out on the map is, well... I don't know how else to describe it, other than patently untrue.


As I mentioned in the last message, there are situations you can leave, and theres situations you can't. And I don't really have a problem with that. I just find it ironic that other races act like Zerg is anywhere near the best race at turtling, when the other races do it better. The melodramatics are annoying.


I didn't decide it. I observed it, based on playing and watching Starcraft. Broodlings have nice little advantages like forcing tanks to unsiege, but when it comes down to it, they're not that powerful and they have fairly little to do with why BL/infestor is so strong. I know broodlings aren't that important compared to fungal combined with siege range, because if the problem were the broodlings, it wouldn't be very difficult to deal with. If you've ever fought a BL/infestor army with 4-8 hellions in your own army, you know that the broodlings are virtually a non-issue. It's really easy to kill off the broodlings; but when you do, there's still a broodlord infestor army driving toward your base that you haven't done anything about, because the broodlings aren't that important.

In general Zerg is designed to be weak in small numbers but strong in overwhelming numbers, but broodlord infestor does not follow this rule. The infestor is one of the most cost-efficient units in the game, and if you manage broodlord infestor right, you can easily do it without losing a single broodlord, or at least force your opponent to trade 50+ supply to kill one or two broodlords that you immediately replace. That's not winning through strength by numbers; that's winning through having a more cost-efficient army than your opponent.


Again man... that's not what you said. Your exact words " Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake.".Where, exactly, did you "observe" Blizzard saying Broodlords were just supposed to be icing on the cake? .

And once again, who are YOU to judge the intent of Broodlords? You didn't design them. If it wasn't their intent to be used how they are, why would they have nerfed infestors instead of Broodlords? They changed Guardians in to Broodlords for a reason... Obviously it fits Blizzards intent. You are just in denial.

Also I agree Zerg in general is designed to be weak in small numbers and overwhelming in high numbers. And your right again, Broodlord/Infestor does not follow this rule. What you fail to realize is this is INTENDED. These units are designed to take the damage for the other units, basically functioning how a "defensive" unit would work for the other races. Except they do it in a swarmy way.

Do you really think Roaches fit a swarmy defensive "tanking" role better than Broodlords or Swarm hosts?

And you are still bringing WoL balance in to this. Straight up, WoL has no place in a discussion about HotS balance. Most of the playerbase has already admit BL/Infestor isn't a problem yet, except you.

I don't actually know why you disagree with me so strongly. I only stepped into this forum trying to clarify what the real issue with broodlord/infestor really is, since people seemed to think it was free units that make it difficult to deal with. I tried to make clear that this is not, in fact, the issue with broodlord/infestor, and that the Swarm Host doesn't really suffer from any of the problems broodlord/infestor does.


I can ask you the same question - why are you disagreeing with me so strongly?

The reason I'm disagreeing with you so strongly is you are arguing WoL balance in the HotS forum and saying silly things like Broodlords are the only air siege unit, when that's not the case in HotS, and we're on the HotS forum.

Your comments about the Swarm Host that I just quoted... That's exactly my point.

How can you possibly judge the balance of a new game, when most people haven't even really stopped using the strategies from the old game yet?


Actually, most people are experimenting with the new stuff, not playing the old game. But this comment shows the mentality that you are stuck in... playing the old game.

This is where balancing by comparison to WoL comes in. If the Warhound is significantly stronger than every WoL unit was, the Warhound is probably OP. If Swarm Host pushes are doing a lot more damage than Zerg pushes in WoL typically did, it might be that the Swarm Host is a little too strong.


Except Warhound wasn't just removed for its strength - the numbers could have been rebalanced. They stated it was removed because it overlapped with too many units.

Also, it was recognized that one of Zergs problems was no mid-game siege unit. It was designed so that Zerg midgame pushes were able to break the wall that was previously unbreakable. And it's far easier to counter than BL/Infestor was. So what's the problem?

Giving Terran more options and timings to attack Zerg before broodlord infestor comes out does not address the broodlord infestor issue, and let's not pretend for a second that it does. The problem isn't even exactly that the matchup's win rate is skewed, although it may be; the problem is that if the Terran's win condition is to kill Zerg before hive tech, and the Zerg's win condition is to reach hive tech, then that's bad game design, regardless of win rates.


Some advice... Stop playing WoL Terran. Your the only Terran I've seen on here lately that's still acting like Broodlord/Infestor is a major problem. You said yourself that you think people are still playing like WoL, break that cycle.

In response to your complaints about the game design, I can agree with you to a point, because you have to understand, the grass is always greener, and if that's how the balance ends up being in the end, don't think it's going to be fun for Zerg either. It's not fun to lose a game unless you manage to make it to Hive.

I've said before I would love it if they gave Zerg some early game power, that way they would be able to loosen up on the late game power a bit. The problem is (which I was trying to explain to you before) any buffs they do to Zerg early game (such as burrow, which wasn't even a major buff to early game since you sacrifice economy or tech for it) and you have loads of people complaining "Now Zerg has it even easier to get to hive tech, omgwtf!". If they did that for just burrow, imagine what would happen if they did it with some stronger tech? That's exactly why it's never going to happen, and that's exactly why I'm annoyed by it.

To stress that again to make the point clear. We're in agreement about a potential problem here if the balance ends up like that. But those changes are not going to happen specifically because of all the people complaining about any buff to Zerg early game. That's why I'm bothered by the complaints. It's bad feedback and stopping them from designing the balance better.

And I'll be honest now, your complaints, especially when it comes to bringing up WoL balance in HotS, isn't helping the situation at all.

You've made quite clear that a) you think Zerg is probably UP in HotS, and b) you think the forum is systematically biased against Zerg. But actually, there was a thread complaining about the free siege upgrade. When the widow mine was buffed, there were complaints about it. When the caduceus reactor and emergency thrusters buffs came down, everyone was in an uproar about it. Just recently there was a thread built on the premise that Zerg, as a race, is underpowered (I didn't follow the thread, but I suspect you were somewhat in favor of the premise). I don't see any evidence that the community is especially biased against Zerg or any other race; it's just people giving feedback about the game, which is what a beta is for.

If you think the world is against you, and they're actually not, that's paranoid.


I'm not saying Zerg is UP, nor am I saying any of the other races are OP. What I am saying is there is no evidence to support Zerg being OP, the only (little bit) of evidence we have says otherwise, and with that in consideration, it's not the time to be discussing making Zerg weaker.

As you said, and I agree, it's too early to tell balance for sure. So it strikes me as out of place that you are bringing up "legitimate imbalance" on the HotS forum with WoL info, when theres no evidence to back that up right now, and contrary to your belief Infestor/BL isn't unstoppable, nor is it even the best strategy to use in HotS.

Responding to you talking about the threads, once again I explain that there is a clear difference, because the complaints about Zerg is the bad feedback making them reluctant from making Zerg early game stronger and lategame weaker.

Let me try explaining it in a way you would understand. How would you feel if the general tone of feedback for Terran was saying how their early and mid game need to be nerfed, and their late game made stronger instead, knowing Terran as a race is designed with the most options for early game harassment in mind? Would you really want to give up the strengths Terran has, just to be in the same exact situation Zerg was in on WoL? That type of balance isnt fun for everyone, and the complaints I'm mentioning are the ones keeping it that way.

In response to calling me paranoid, I say the same thing I said before. Your the one talking about "legitimate imbalance" when you have no evidence, not me. That's paranoid.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-01-31 13:51:59
January 31 2013 13:50 GMT
#189
On January 31 2013 19:55 Rabiator wrote:
Show nested quote +
On January 31 2013 18:04 Big J wrote:
Even though it has nothing to do with the discussion above, I just had to comment on this:
4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ...

From Wikipedia, Swarm Seeds, the ability of the Broodlord: Spawns Broodlings upon each of the Brood Lord's attacks.
Somewhere I must be missing the fact that BROODLINGS do impact damage...

So there are two different units that deal damage to your units during the combat. The Broodlord and the Broodling. The whole discussion is about the Broodling, so I really have no clue why you would add the initial impact damage of the Broodlord to that discussion... It is completely independend of the Broodling. If you don't believe me, check Liquipedia WoL Beta Balance Patch 7, that changed the Broodlords damage but didn't have any effect on Broodlings.

Furthermore, I really have no clue what (6.2 * 7.5) = 46,5 should be... A Broodling has 6.2dps, but I don't get the rest. Your example featured 4 Broodlings and every Broodling lives up to 8seconds. So if you want to calculate the total possible damage by 4 Broodlord attacks+4Broodlings over their lifespawn (which it seems like you were aiming for), the approximation is 6.2*8*4+20*4 = 198.4=278.4.
If you want to calculate the total damage done upon impact of the Broodlords projectile and the Broodlings first attack, it's 4*20+4*4=96 (as a Broodling has 6.2dps, but only 4damage per hit)

For the "initial 20 damage" just look up the Broodlord and you see "20 damage".
http://wiki.teamliquid.net/starcraft2/Brood_Lord


Yes. For the Broodlord. It has nothing to do with the Broodling effect. It's completly independend. I don't know why you would add this to the Broodlings balance.

On January 31 2013 19:55 Rabiator wrote:For the damage over 5 seconds you take the damage per SECOND (6.2) - which is bigger than the individual attack since the cooldown is less than 1 - and multiply it by the number of "Broodling seconds". Here I noticed that I made a mistake in the calculation, because there are two Broodlings which last the full five seconds (I only counted one) and another one joins them after 2.5 seconds, so the total "Broodling seconds" isnt 7.5 but rather 12.5 for a total of 6.2 * 12.5 = 77,5 damage. Add this to the 4 * 20 = 80 damage from the initial impact of the four Broodlings and you get 157.5 damage of one Broodlord against those Marines, which means the three Marines would all be dead before the five seconds are up, thus one Broodlord deals with more than that easily and even if any remaining Marines could reach the Broodlords they still have to travel a distance of 4.5 before doing that and there would be new Broodlings all the time, so the Terran has lost quite a lot before the first "real hit point" is lost by the Zerg. In addition there are rarely any "unsupported Broodlords" in a game ever and this support - usually in the form of Infestors - can make the "getting there" part a bit tricky.


Again, the Broodlings don't have any initial damage. It's the Broodlord that does that damage. Even more, I don't get how you get to four times 20. It's two or three times twenty, depending whether you treat the 5th second attack as inside or outside the 5second intervall.

On January 31 2013 19:55 Rabiator wrote:
Obviously there is some sort of adjustment in this due to the defensive / offensive upgrades, but the fact remains that Broodlords deal a huge amount of damage through endlessly generating free units while preventing any ground based AA units from getting there (unless they have Blink) and the ones that actually get into range are usually dealt with by the support units of the Broodlords.

No. The Broodlord does 20damage. As a sideeffect it creates 1 (or two) Broodlings. You keep on mixing those two things together and putting it as if the Broodlings do the 20damage. They don't. This is important. The thread is about the created units and what effects they have on the game, not whether the 20damage per shot of the Broodlord are too strong.
Rabiator
Profile Joined March 2010
Germany3948 Posts
January 31 2013 14:43 GMT
#190
On January 31 2013 22:50 Big J wrote:
Show nested quote +
On January 31 2013 19:55 Rabiator wrote:
On January 31 2013 18:04 Big J wrote:
Even though it has nothing to do with the discussion above, I just had to comment on this:
4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ...

From Wikipedia, Swarm Seeds, the ability of the Broodlord: Spawns Broodlings upon each of the Brood Lord's attacks.
Somewhere I must be missing the fact that BROODLINGS do impact damage...

So there are two different units that deal damage to your units during the combat. The Broodlord and the Broodling. The whole discussion is about the Broodling, so I really have no clue why you would add the initial impact damage of the Broodlord to that discussion... It is completely independend of the Broodling. If you don't believe me, check Liquipedia WoL Beta Balance Patch 7, that changed the Broodlords damage but didn't have any effect on Broodlings.

Furthermore, I really have no clue what (6.2 * 7.5) = 46,5 should be... A Broodling has 6.2dps, but I don't get the rest. Your example featured 4 Broodlings and every Broodling lives up to 8seconds. So if you want to calculate the total possible damage by 4 Broodlord attacks+4Broodlings over their lifespawn (which it seems like you were aiming for), the approximation is 6.2*8*4+20*4 = 198.4=278.4.
If you want to calculate the total damage done upon impact of the Broodlords projectile and the Broodlings first attack, it's 4*20+4*4=96 (as a Broodling has 6.2dps, but only 4damage per hit)

For the "initial 20 damage" just look up the Broodlord and you see "20 damage".
http://wiki.teamliquid.net/starcraft2/Brood_Lord


Yes. For the Broodlord. It has nothing to do with the Broodling effect. It's completly independend. I don't know why you would add this to the Broodlings balance.

Show nested quote +
On January 31 2013 19:55 Rabiator wrote:For the damage over 5 seconds you take the damage per SECOND (6.2) - which is bigger than the individual attack since the cooldown is less than 1 - and multiply it by the number of "Broodling seconds". Here I noticed that I made a mistake in the calculation, because there are two Broodlings which last the full five seconds (I only counted one) and another one joins them after 2.5 seconds, so the total "Broodling seconds" isnt 7.5 but rather 12.5 for a total of 6.2 * 12.5 = 77,5 damage. Add this to the 4 * 20 = 80 damage from the initial impact of the four Broodlings and you get 157.5 damage of one Broodlord against those Marines, which means the three Marines would all be dead before the five seconds are up, thus one Broodlord deals with more than that easily and even if any remaining Marines could reach the Broodlords they still have to travel a distance of 4.5 before doing that and there would be new Broodlings all the time, so the Terran has lost quite a lot before the first "real hit point" is lost by the Zerg. In addition there are rarely any "unsupported Broodlords" in a game ever and this support - usually in the form of Infestors - can make the "getting there" part a bit tricky.


Again, the Broodlings don't have any initial damage. It's the Broodlord that does that damage. Even more, I don't get how you get to four times 20. It's two or three times twenty, depending whether you treat the 5th second attack as inside or outside the 5second intervall.

Show nested quote +
On January 31 2013 19:55 Rabiator wrote:
Obviously there is some sort of adjustment in this due to the defensive / offensive upgrades, but the fact remains that Broodlords deal a huge amount of damage through endlessly generating free units while preventing any ground based AA units from getting there (unless they have Blink) and the ones that actually get into range are usually dealt with by the support units of the Broodlords.

No. The Broodlord does 20damage. As a sideeffect it creates 1 (or two) Broodlings. You keep on mixing those two things together and putting it as if the Broodlings do the 20damage. They don't. This is important. The thread is about the created units and what effects they have on the game, not whether the 20damage per shot of the Broodlord are too strong.

Rofl ... not including the initial damage into the equasion is stupid, because it is the total of all the attacks of the Broodlord which counts. You are trying hard to fake the statistic in your favour by not including everything ...

You also called me out as using "strawman arguments" eariler ... you might want to rethink that, because I dont leave anything out and saying "the initial 20 damage is the Broodlord attack and doesnt belong to the Broodling" is nitpicking. Its the sum of the attack which counts and this includes both initial and ongoing damage dealt by the Broodlings; they are not separate.

The original comparison was between 3 stimmed Marines and a single Broodlord over a time of 5 seconds. You have 2 initial Broodlings for 40 damage, another at 2.5 seconds (the delay of the Broodlord) and then the last one at 5 seconds. Thus you come up with 4 * 20 damage in that 5 second period.
If you cant say what you're meaning, you can never mean what you're saying.
Big J
Profile Joined March 2011
Austria16289 Posts
January 31 2013 15:55 GMT
#191
On January 31 2013 23:43 Rabiator wrote:
Show nested quote +
On January 31 2013 22:50 Big J wrote:
On January 31 2013 19:55 Rabiator wrote:
On January 31 2013 18:04 Big J wrote:
Even though it has nothing to do with the discussion above, I just had to comment on this:
4 Broodlings deal 80 damage for initial impact and (6.2 * 7.5) = 46,5 for a total of 126,5 damage ...

From Wikipedia, Swarm Seeds, the ability of the Broodlord: Spawns Broodlings upon each of the Brood Lord's attacks.
Somewhere I must be missing the fact that BROODLINGS do impact damage...

So there are two different units that deal damage to your units during the combat. The Broodlord and the Broodling. The whole discussion is about the Broodling, so I really have no clue why you would add the initial impact damage of the Broodlord to that discussion... It is completely independend of the Broodling. If you don't believe me, check Liquipedia WoL Beta Balance Patch 7, that changed the Broodlords damage but didn't have any effect on Broodlings.

Furthermore, I really have no clue what (6.2 * 7.5) = 46,5 should be... A Broodling has 6.2dps, but I don't get the rest. Your example featured 4 Broodlings and every Broodling lives up to 8seconds. So if you want to calculate the total possible damage by 4 Broodlord attacks+4Broodlings over their lifespawn (which it seems like you were aiming for), the approximation is 6.2*8*4+20*4 = 198.4=278.4.
If you want to calculate the total damage done upon impact of the Broodlords projectile and the Broodlings first attack, it's 4*20+4*4=96 (as a Broodling has 6.2dps, but only 4damage per hit)

For the "initial 20 damage" just look up the Broodlord and you see "20 damage".
http://wiki.teamliquid.net/starcraft2/Brood_Lord


Yes. For the Broodlord. It has nothing to do with the Broodling effect. It's completly independend. I don't know why you would add this to the Broodlings balance.

On January 31 2013 19:55 Rabiator wrote:For the damage over 5 seconds you take the damage per SECOND (6.2) - which is bigger than the individual attack since the cooldown is less than 1 - and multiply it by the number of "Broodling seconds". Here I noticed that I made a mistake in the calculation, because there are two Broodlings which last the full five seconds (I only counted one) and another one joins them after 2.5 seconds, so the total "Broodling seconds" isnt 7.5 but rather 12.5 for a total of 6.2 * 12.5 = 77,5 damage. Add this to the 4 * 20 = 80 damage from the initial impact of the four Broodlings and you get 157.5 damage of one Broodlord against those Marines, which means the three Marines would all be dead before the five seconds are up, thus one Broodlord deals with more than that easily and even if any remaining Marines could reach the Broodlords they still have to travel a distance of 4.5 before doing that and there would be new Broodlings all the time, so the Terran has lost quite a lot before the first "real hit point" is lost by the Zerg. In addition there are rarely any "unsupported Broodlords" in a game ever and this support - usually in the form of Infestors - can make the "getting there" part a bit tricky.


Again, the Broodlings don't have any initial damage. It's the Broodlord that does that damage. Even more, I don't get how you get to four times 20. It's two or three times twenty, depending whether you treat the 5th second attack as inside or outside the 5second intervall.

On January 31 2013 19:55 Rabiator wrote:
Obviously there is some sort of adjustment in this due to the defensive / offensive upgrades, but the fact remains that Broodlords deal a huge amount of damage through endlessly generating free units while preventing any ground based AA units from getting there (unless they have Blink) and the ones that actually get into range are usually dealt with by the support units of the Broodlords.

No. The Broodlord does 20damage. As a sideeffect it creates 1 (or two) Broodlings. You keep on mixing those two things together and putting it as if the Broodlings do the 20damage. They don't. This is important. The thread is about the created units and what effects they have on the game, not whether the 20damage per shot of the Broodlord are too strong.

Rofl ... not including the initial damage into the equasion is stupid, because it is the total of all the attacks of the Broodlord which counts. You are trying hard to fake the statistic in your favour by not including everything ...

You also called me out as using "strawman arguments" eariler ... you might want to rethink that, because I dont leave anything out and saying "the initial 20 damage is the Broodlord attack and doesnt belong to the Broodling" is nitpicking. Its the sum of the attack which counts and this includes both initial and ongoing damage dealt by the Broodlings; they are not separate.

The original comparison was between 3 stimmed Marines and a single Broodlord over a time of 5 seconds. You have 2 initial Broodlings for 40 damage, another at 2.5 seconds (the delay of the Broodlord) and then the last one at 5 seconds. Thus you come up with 4 * 20 damage in that 5 second period.


No. The intial comparison was that 3stimmed marines have enough dps to kill the broodlings faster than they spawn. It was not a comparison whether they beat a broodlord or not. It was simply an arguement that you kill the Broodlings faster than they spawn if you have any reasonable army. 3shooting marine per shooting broodlord are needed. But if you only have 3marines per broodlord, you fucked up extremly before.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 31 2013 16:34 GMT
#192
Thread starts suggesting unit generating units should be redesigned to be more fun--defensive zerg players whine that we're trying to nerf Broodlords...

My understanding of this thread has been a discussion on the mechanics of the Zerg race--specifically it's ability to spawn temporary units. I don't know what this sudden surge of "don't nerf BL please, Zerg so weak!" came from...

The problem is not that Broodfestor is too strong, the problem people are having is that Zerg acts more like a mech player than Terran does. And I'm not talking about efficiency, I'm talking game style. Broodfestor players literally leapfrog spines like tanks, they're literally playing mech. Instead of tanks they use infestors, instead of minefields they use spine walls, instead of bunkers/vultures they use broodlings to defend they're tankfestors. Blizzard made mech work--they just gave it to the wrong race.

Why? Because token generation is slow and requires a buildup in order to be powerful. They're efficiency comes from longevity, not from kills/second. So giving Zerg that mechanic forces them to do exactly what Terran in BW did when they were given efficient free units (Spidermines) they turtle and spawn as many free units as possible.

This is not about balance or whether Zerg would be weak or not--this is gameplay, and how Zerg is playing too much like Terran and Terran playing too much like Zerg. So can we please stop trying to protect broodlords from nerfs that aren't even talked about! Could we not misunderstand "bring back old style ZvX" as needing broodlords and instead see it as a request to change the units so that they play more like how Zerg played in 2011 when sc2 was at its strongest.
Hark, what baseball through yonder window breaks?
Unsane
Profile Joined September 2010
Canada170 Posts
January 31 2013 20:46 GMT
#193
On January 31 2013 17:16 Protosnake wrote:
Show nested quote +
On January 31 2013 11:32 Unsane wrote:
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


This thread was supposed to point out the design flaw of free units for the swarming race.

Taking a look at BW zerg, you couldn't surround the terran or toss while he was in his base. You could also expand a lot while he was in his base. It was easy to surround the terran or toss when he moved out. Your cost ineffective units became very cost effective when all of them, being melee, could attack him all at once. So you expanded more, thanks to the map control he relinquished so he could survive the early/mid game. This forced your opponent to either move out or lose to your expo advantage. When it came time to attack him if he wasn't moving out, you were supposed to throw units at him, but you could because you were actually mining on 5ish mineral lines at once while he was maximum 3. The economics in BW played a role in how many bases each race needed, zerg included, and map control was given to the race that needed more bases.

Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings). This is a design flaw, cost effectiveness is mech's territory and mech, btw, is not about being slow or immobile, its about being cost effective, at the cost of having to always be prepared. Terran design was supposed to be about holding ground and being the most cost effective out of the races. A toss was even far more wasteful than a terran. A zerg only received effective units to attack a fortified position late late in the game, and these units weren't mindless 1A units, bad players were bad with them.

And before you claim there must have been an imbalance, there was. For the race that was supposed to be more wasteful. For the race that was supposed to expand because they were simply were given mechanics that favoured this.
In ZvP, zerg tended to win more.
In ZvT, zerg tended to win more.
In PvT, toss tended to win more.

This imbalance in the statistics is linked solely to which race was expected to take more bases. And everyone was happy with this imbalance.

EDIT: trust me, id love to have zerg compensated for being less cost effective....


Taking a look at BW zerg, pretty much every unit was cost effective, Zergling were insanely strong and so were hydralisk and defilers, the larva mechanic was more limiting the number of unit than increasing it

Why shouldnt zerg be cost-effective ? Did you missed the part where it was the case for most of WoL and their winrates plummeted because of how predictable and easy to counter it was ?
"Cost-effectiveness should be the territory of Mech", but yet Terran can still play Zerg style by going full bio ? This isnt broodwar, there should be more than 1 comp available to every race, and it is.

Winrates were changing every year and if Z was statistically favored in ZvP it wasnt the case at all for ZvT : http://i.imgur.com/gmXwO.png


You did not read my post, evidently.

The statistic you've also provided is unrelated to the statistic i gave, yours shows 3 month trends, i meant overall but that apparently wasn't clear enough.

Zerg was cost ineffective when it came to attacking a defensive toss/terran position. they had to expo a lot to over come that defensive position. It was easy to expo a lot cause they tended to have map control. People liked this style of gameplay much more. Zerg felt much more zerg. Now they dont. Now, they build units that are extremely cost effective, not just decent cost effectiveness, but extremely cost effective. Extreme cost effectiveness while they still have superior map control mechanics, its actually disappointing to see how less skillful zerg is from BW zerg.
"What is the plural of y'all? All y'all." -Day9
Big J
Profile Joined March 2011
Austria16289 Posts
January 31 2013 21:10 GMT
#194
On February 01 2013 05:46 Unsane wrote:
Show nested quote +
On January 31 2013 17:16 Protosnake wrote:
On January 31 2013 11:32 Unsane wrote:
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


This thread was supposed to point out the design flaw of free units for the swarming race.

Taking a look at BW zerg, you couldn't surround the terran or toss while he was in his base. You could also expand a lot while he was in his base. It was easy to surround the terran or toss when he moved out. Your cost ineffective units became very cost effective when all of them, being melee, could attack him all at once. So you expanded more, thanks to the map control he relinquished so he could survive the early/mid game. This forced your opponent to either move out or lose to your expo advantage. When it came time to attack him if he wasn't moving out, you were supposed to throw units at him, but you could because you were actually mining on 5ish mineral lines at once while he was maximum 3. The economics in BW played a role in how many bases each race needed, zerg included, and map control was given to the race that needed more bases.

Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings). This is a design flaw, cost effectiveness is mech's territory and mech, btw, is not about being slow or immobile, its about being cost effective, at the cost of having to always be prepared. Terran design was supposed to be about holding ground and being the most cost effective out of the races. A toss was even far more wasteful than a terran. A zerg only received effective units to attack a fortified position late late in the game, and these units weren't mindless 1A units, bad players were bad with them.

And before you claim there must have been an imbalance, there was. For the race that was supposed to be more wasteful. For the race that was supposed to expand because they were simply were given mechanics that favoured this.
In ZvP, zerg tended to win more.
In ZvT, zerg tended to win more.
In PvT, toss tended to win more.

This imbalance in the statistics is linked solely to which race was expected to take more bases. And everyone was happy with this imbalance.

EDIT: trust me, id love to have zerg compensated for being less cost effective....


Taking a look at BW zerg, pretty much every unit was cost effective, Zergling were insanely strong and so were hydralisk and defilers, the larva mechanic was more limiting the number of unit than increasing it

Why shouldnt zerg be cost-effective ? Did you missed the part where it was the case for most of WoL and their winrates plummeted because of how predictable and easy to counter it was ?
"Cost-effectiveness should be the territory of Mech", but yet Terran can still play Zerg style by going full bio ? This isnt broodwar, there should be more than 1 comp available to every race, and it is.

Winrates were changing every year and if Z was statistically favored in ZvP it wasnt the case at all for ZvT : http://i.imgur.com/gmXwO.png


You did not read my post, evidently.

The statistic you've also provided is unrelated to the statistic i gave, yours shows 3 month trends, i meant overall but that apparently wasn't clear enough.

Zerg was cost ineffective when it came to attacking a defensive toss/terran position. they had to expo a lot to over come that defensive position. It was easy to expo a lot cause they tended to have map control. People liked this style of gameplay much more. Zerg felt much more zerg. Now they dont. Now, they build units that are extremely cost effective, not just decent cost effectiveness, but extremely cost effective. Extreme cost effectiveness while they still have superior map control mechanics, its actually disappointing to see how less skillful zerg is from BW zerg.


Yes and that is what zergs tried for a long time. But apperantly, a Terran with 3-4bases and 3-4mules mines more overall than a zerg on 5,6,7,8 or whatever number of bases in Starcraft2. The only advantage incomewise you get from more bases, is that you can have a better gas income. Guess what more gas leads to? You can produce more high tech units than your opponent. That's the advantage zerg has, nothing else.
Hell, in TvZ Terran basic units are better than Zerg basic units open field. You must field infestors to combat MMM costefficiently, at least when the Terran starts to go for multipronged attacks, against which banelings are incredibly bad.
So not only do Marines and Marauders with medivac support beat ling/roach/hydra/baneling/mutalisk/queen based play, Terran also gets more of them due to higher mineral income from mules.

It's very simple. Terran basic units are better than zerg basic units in direct confrontations, so zerg has to build something else or try to outnumber the Terran. You can outnumber a Terran with 3vs2bases, but you cannot do it with Xvs3bases. So the only actual option is to build something else. It's actually disappointing how people don't see that the viability of low tier bio compositions is the reason why the other races HAVE TO deathball vs Terran. You get worn down if you try to play active vs it and you get destroyed in ball vs ball fights unless you field massive amounts of high tech units.
Not gonna start about TvP. Protoss deathball kills all non-EMP ground play in the lategame. Nothing more to say.

Also, as this is HotS: I believe Vipers and buffed ultras in trade for weaker infestors is a step in the right direction, because with those units zerg low tier units become a lot more potent and Zerg might actually be capable of staying groundbased vs Protoss.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 31 2013 21:30 GMT
#195
On February 01 2013 06:10 Big J wrote:
Show nested quote +
On February 01 2013 05:46 Unsane wrote:
On January 31 2013 17:16 Protosnake wrote:
On January 31 2013 11:32 Unsane wrote:
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


This thread was supposed to point out the design flaw of free units for the swarming race.

Taking a look at BW zerg, you couldn't surround the terran or toss while he was in his base. You could also expand a lot while he was in his base. It was easy to surround the terran or toss when he moved out. Your cost ineffective units became very cost effective when all of them, being melee, could attack him all at once. So you expanded more, thanks to the map control he relinquished so he could survive the early/mid game. This forced your opponent to either move out or lose to your expo advantage. When it came time to attack him if he wasn't moving out, you were supposed to throw units at him, but you could because you were actually mining on 5ish mineral lines at once while he was maximum 3. The economics in BW played a role in how many bases each race needed, zerg included, and map control was given to the race that needed more bases.

Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings). This is a design flaw, cost effectiveness is mech's territory and mech, btw, is not about being slow or immobile, its about being cost effective, at the cost of having to always be prepared. Terran design was supposed to be about holding ground and being the most cost effective out of the races. A toss was even far more wasteful than a terran. A zerg only received effective units to attack a fortified position late late in the game, and these units weren't mindless 1A units, bad players were bad with them.

And before you claim there must have been an imbalance, there was. For the race that was supposed to be more wasteful. For the race that was supposed to expand because they were simply were given mechanics that favoured this.
In ZvP, zerg tended to win more.
In ZvT, zerg tended to win more.
In PvT, toss tended to win more.

This imbalance in the statistics is linked solely to which race was expected to take more bases. And everyone was happy with this imbalance.

EDIT: trust me, id love to have zerg compensated for being less cost effective....


Taking a look at BW zerg, pretty much every unit was cost effective, Zergling were insanely strong and so were hydralisk and defilers, the larva mechanic was more limiting the number of unit than increasing it

Why shouldnt zerg be cost-effective ? Did you missed the part where it was the case for most of WoL and their winrates plummeted because of how predictable and easy to counter it was ?
"Cost-effectiveness should be the territory of Mech", but yet Terran can still play Zerg style by going full bio ? This isnt broodwar, there should be more than 1 comp available to every race, and it is.

Winrates were changing every year and if Z was statistically favored in ZvP it wasnt the case at all for ZvT : http://i.imgur.com/gmXwO.png


You did not read my post, evidently.

The statistic you've also provided is unrelated to the statistic i gave, yours shows 3 month trends, i meant overall but that apparently wasn't clear enough.

Zerg was cost ineffective when it came to attacking a defensive toss/terran position. they had to expo a lot to over come that defensive position. It was easy to expo a lot cause they tended to have map control. People liked this style of gameplay much more. Zerg felt much more zerg. Now they dont. Now, they build units that are extremely cost effective, not just decent cost effectiveness, but extremely cost effective. Extreme cost effectiveness while they still have superior map control mechanics, its actually disappointing to see how less skillful zerg is from BW zerg.


Yes and that is what zergs tried for a long time. But apperantly, a Terran with 3-4bases and 3-4mules mines more overall than a zerg on 5,6,7,8 or whatever number of bases in Starcraft2. The only advantage incomewise you get from more bases, is that you can have a better gas income. Guess what more gas leads to? You can produce more high tech units than your opponent. That's the advantage zerg has, nothing else.
Hell, in TvZ Terran basic units are better than Zerg basic units open field. You must field infestors to combat MMM costefficiently, at least when the Terran starts to go for multipronged attacks, against which banelings are incredibly bad.
So not only do Marines and Marauders with medivac support beat ling/roach/hydra/baneling/mutalisk/queen based play, Terran also gets more of them due to higher mineral income from mules.

It's very simple. Terran basic units are better than zerg basic units in direct confrontations, so zerg has to build something else or try to outnumber the Terran. You can outnumber a Terran with 3vs2bases, but you cannot do it with Xvs3bases. So the only actual option is to build something else. It's actually disappointing how people don't see that the viability of low tier bio compositions is the reason why the other races HAVE TO deathball vs Terran. You get worn down if you try to play active vs it and you get destroyed in ball vs ball fights unless you field massive amounts of high tech units.
Not gonna start about TvP. Protoss deathball kills all non-EMP ground play in the lategame. Nothing more to say.

Also, as this is HotS: I believe Vipers and buffed ultras in trade for weaker infestors is a step in the right direction, because with those units zerg low tier units become a lot more potent and Zerg might actually be capable of staying groundbased vs Protoss.


To be honest... Ling/Infestor looks fun to watch and is (for the most part) fun to play. It's when Broods, Spine Walls, and turtling happens that it sucks.

But maybe the problem is the lack of good gas heavy options?
Hark, what baseball through yonder window breaks?
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2013-01-31 22:29:44
January 31 2013 22:27 GMT
#196
On January 31 2013 11:32 Unsane wrote:
Show nested quote +
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings).


I disagree about the cause. A lot of the defunk people are alluding to about Zerg you can squarely blame Roach/Ling for. Zerg was never meant to have a powerful 75/25 so early without taking a beating in other areas and screwing up the maps. The same with Zerglings, which actually got the biggest buff (although Marines get really strong midgame) of the 3 basics since BW. It's now a lot easier to right+stop click for perfect surrounds, and their fluidity made their strength go up significantly. Terran has Hellbat, and Protoss has Sentry, but the limitations those counters bring leads to the problems I'll outline. Zealots, I'd argue are worse than their BW version, and Marines got better. Not claiming imba, just following the threads to where we end up today with 3rd's needing to be taken easily, because Roach/Ling needs to be defendable, and why 2 base Zerg does fine. And why the Zerg Sauron strat of BW loses its luster in SC2, because 3 bases saturates income/production, and everyone can take 3 bases. Protoss and Terran can take their thirds unopposed, and Zerg has no recourse but to turtle even further. So you get really lame games where both sides turtle turtle turtle until the deathball. The end effect is that Zerg can use its unfettered macro for the BLs and the SHs and Infestors, so they're more the symptom, not the cause.
The more you know, the less you understand.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 31 2013 22:36 GMT
#197
On February 01 2013 07:27 Cloak wrote:
Show nested quote +
On January 31 2013 11:32 Unsane wrote:
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings).


I disagree about the cause. A lot of the defunk people are alluding to about Zerg you can squarely blame Roach/Ling for. Zerg was never meant to have a powerful 75/25 so early without taking a beating in other areas and screwing up the maps. The same with Zerglings, which actually got the biggest buff (although Marines get really strong midgame) of the 3 basics since BW. It's now a lot easier to right+stop click for perfect surrounds, and their fluidity made their strength go up significantly. Terran has Hellbat, and Protoss has Sentry, but the limitations those counters bring leads to the problems I'll outline. Zealots, I'd argue are worse than their BW version, and Marines got better. Not claiming imba, just following the threads to where we end up today with 3rd's needing to be taken easily, because Roach/Ling needs to be defendable, and why 2 base Zerg does fine. And why the Zerg Sauron strat of BW loses its luster in SC2, because 3 bases saturates income/production, and everyone can take 3 bases. Protoss and Terran can take their thirds unopposed, and Zerg has no recourse but to turtle even further. So you get really lame games where both sides turtle turtle turtle until the deathball. The end effect is that Zerg can use its unfettered macro for the BLs and the SHs and Infestors, so they're more the symptom, not the cause.


Well... managing 3 bases in BW was also about as taxing as marine splits.... Its like having to inject every 17 seconds without using hotkeys.

So even the "act" of turtling on 3 bases is impressive in BW and lead to having worse army control which allowed 2 base to more easily double expand to 4 base which is even harder to manage and so on and so forth...

But since it was so hard to manage that many bases, even "ineffectual" attacks like sniping a depot or two was huge since the person looking away from his macro for that long actually hurt him unlike in sc2.
Hark, what baseball through yonder window breaks?
Unsane
Profile Joined September 2010
Canada170 Posts
January 31 2013 22:41 GMT
#198
On February 01 2013 06:10 Big J wrote:
Show nested quote +
On February 01 2013 05:46 Unsane wrote:
On January 31 2013 17:16 Protosnake wrote:
On January 31 2013 11:32 Unsane wrote:
On January 31 2013 10:14 Protosnake wrote:

Just saying that's what they're SUPPOSED to do doesn't really say anything about whether it's good for the game or not. Broodlings aren't really supposed to be the best part of getting broodlords; they're mostly just icing on the cake. Broodlords are good because they do good base damage from a distance from the air; putting broodlings in the opponent's army is just a nice bonus. Removing broodlings (while I don't advocate for this in the slightest) would not gimp the Zerg army, and insisting the rest of the forum is out to nerf Zerg into oblivion is just making you sound paranoid.


This is completely wrong, broodlings are the main feature of getting BL : Cost effective army, siege capability, friendly tank-fire, actual meatshied potential. They are everything.
If you look closely, BL are slow, expensive and dont do a lot damage for their cost, but they do much more than that

It's the Zerg way of being cost effective, other race do it with lasers and shell, Zerg do it with units

Edit : I dont think you realize how and how much they'd have to compensate Zerg if they removed free units, I dont think anyone want a brand new flying colossus on steroids, in the end "free waves of units" versus "massive range and damage" is a very good trade for the game


This thread was supposed to point out the design flaw of free units for the swarming race.

Taking a look at BW zerg, you couldn't surround the terran or toss while he was in his base. You could also expand a lot while he was in his base. It was easy to surround the terran or toss when he moved out. Your cost ineffective units became very cost effective when all of them, being melee, could attack him all at once. So you expanded more, thanks to the map control he relinquished so he could survive the early/mid game. This forced your opponent to either move out or lose to your expo advantage. When it came time to attack him if he wasn't moving out, you were supposed to throw units at him, but you could because you were actually mining on 5ish mineral lines at once while he was maximum 3. The economics in BW played a role in how many bases each race needed, zerg included, and map control was given to the race that needed more bases.

Now zergs can win on fewer bases because of the cost effectiveness of their free units. This should never be the case. Even with many of the same map control mechanics they were given in BW (speed lings). This is a design flaw, cost effectiveness is mech's territory and mech, btw, is not about being slow or immobile, its about being cost effective, at the cost of having to always be prepared. Terran design was supposed to be about holding ground and being the most cost effective out of the races. A toss was even far more wasteful than a terran. A zerg only received effective units to attack a fortified position late late in the game, and these units weren't mindless 1A units, bad players were bad with them.

And before you claim there must have been an imbalance, there was. For the race that was supposed to be more wasteful. For the race that was supposed to expand because they were simply were given mechanics that favoured this.
In ZvP, zerg tended to win more.
In ZvT, zerg tended to win more.
In PvT, toss tended to win more.

This imbalance in the statistics is linked solely to which race was expected to take more bases. And everyone was happy with this imbalance.

EDIT: trust me, id love to have zerg compensated for being less cost effective....


Taking a look at BW zerg, pretty much every unit was cost effective, Zergling were insanely strong and so were hydralisk and defilers, the larva mechanic was more limiting the number of unit than increasing it

Why shouldnt zerg be cost-effective ? Did you missed the part where it was the case for most of WoL and their winrates plummeted because of how predictable and easy to counter it was ?
"Cost-effectiveness should be the territory of Mech", but yet Terran can still play Zerg style by going full bio ? This isnt broodwar, there should be more than 1 comp available to every race, and it is.

Winrates were changing every year and if Z was statistically favored in ZvP it wasnt the case at all for ZvT : http://i.imgur.com/gmXwO.png


You did not read my post, evidently.

The statistic you've also provided is unrelated to the statistic i gave, yours shows 3 month trends, i meant overall but that apparently wasn't clear enough.

Zerg was cost ineffective when it came to attacking a defensive toss/terran position. they had to expo a lot to over come that defensive position. It was easy to expo a lot cause they tended to have map control. People liked this style of gameplay much more. Zerg felt much more zerg. Now they dont. Now, they build units that are extremely cost effective, not just decent cost effectiveness, but extremely cost effective. Extreme cost effectiveness while they still have superior map control mechanics, its actually disappointing to see how less skillful zerg is from BW zerg.


Yes and that is what zergs tried for a long time. But apperantly, a Terran with 3-4bases and 3-4mules mines more overall than a zerg on 5,6,7,8 or whatever number of bases in Starcraft2. The only advantage incomewise you get from more bases, is that you can have a better gas income. Guess what more gas leads to? You can produce more high tech units than your opponent. That's the advantage zerg has, nothing else.
Hell, in TvZ Terran basic units are better than Zerg basic units open field. You must field infestors to combat MMM costefficiently, at least when the Terran starts to go for multipronged attacks, against which banelings are incredibly bad.
So not only do Marines and Marauders with medivac support beat ling/roach/hydra/baneling/mutalisk/queen based play, Terran also gets more of them due to higher mineral income from mules.

It's very simple. Terran basic units are better than zerg basic units in direct confrontations, so zerg has to build something else or try to outnumber the Terran. You can outnumber a Terran with 3vs2bases, but you cannot do it with Xvs3bases. So the only actual option is to build something else. It's actually disappointing how people don't see that the viability of low tier bio compositions is the reason why the other races HAVE TO deathball vs Terran. You get worn down if you try to play active vs it and you get destroyed in ball vs ball fights unless you field massive amounts of high tech units.
Not gonna start about TvP. Protoss deathball kills all non-EMP ground play in the lategame. Nothing more to say.

Also, as this is HotS: I believe Vipers and buffed ultras in trade for weaker infestors is a step in the right direction, because with those units zerg low tier units become a lot more potent and Zerg might actually be capable of staying groundbased vs Protoss.


In my first post i stated id love for zerg to be compensated for this lack of cost effectiveness. Thanks for your input, but i hate the viability of tier 1 units, from all the races.

And mules aren't that good, they're only worth 3 workers and you lose out on the build time of 2 workers to upgrade the CC, and although they ignore saturation they don't just pull minerals out from no where, the node is still worth X amount of resources. The economy in this game doesn't help the racial design either, Id much rather see a loss in efficiency after 1 workers per mineral patch.
"What is the plural of y'all? All y'all." -Day9
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 31 2013 22:45 GMT
#199
On February 01 2013 01:34 Thieving Magpie wrote:
Thread starts suggesting unit generating units should be redesigned to be more fun--defensive zerg players whine that we're trying to nerf Broodlords...

My understanding of this thread has been a discussion on the mechanics of the Zerg race--specifically it's ability to spawn temporary units. I don't know what this sudden surge of "don't nerf BL please, Zerg so weak!" came from...

The problem is not that Broodfestor is too strong, the problem people are having is that Zerg acts more like a mech player than Terran does. And I'm not talking about efficiency, I'm talking game style. Broodfestor players literally leapfrog spines like tanks, they're literally playing mech. Instead of tanks they use infestors, instead of minefields they use spine walls, instead of bunkers/vultures they use broodlings to defend they're tankfestors. Blizzard made mech work--they just gave it to the wrong race.

Why? Because token generation is slow and requires a buildup in order to be powerful. They're efficiency comes from longevity, not from kills/second. So giving Zerg that mechanic forces them to do exactly what Terran in BW did when they were given efficient free units (Spidermines) they turtle and spawn as many free units as possible.

This is not about balance or whether Zerg would be weak or not--this is gameplay, and how Zerg is playing too much like Terran and Terran playing too much like Zerg. So can we please stop trying to protect broodlords from nerfs that aren't even talked about! Could we not misunderstand "bring back old style ZvX" as needing broodlords and instead see it as a request to change the units so that they play more like how Zerg played in 2011 when sc2 was at its strongest.


I very much like this post. It's in stark contrast to the many posts that followed arguing that X is too strong, or Y is too weak.

Even though it's correct, as was later pointed out, that terran might have a mineral mining advantage at certain stages of the game due to mules, and a good mineral dump (marines), the fact that terran has less map control and slower units on the one hand, and slower saturation of bases on the other, does not allow the roles of zerg and terran to be fully reversed. Nor do I think they should be.

And I think it's clear that current HotS or WoL zerg and terran don't play the way zerg played in 2011 in the heyday of DRG (who was a beast before the turtle composition came about and remains a beast now without it). But HotS zerg is on the knife's edge. IdrA seems to make roach hydra viper work quite well which plays much more akin to 2011 zerg. On the other hand, the development team has not been focusing on a roach, hydra, viper composition; leaving those units relatively untouched for a while. So, this discussion will hopefully demonstrate that there are a number of people that prefer a different design choice than the one they are currently making, and if we believe LR over the past months threads, it's a sizeable part of the community that wants zerg to play different.
Cry 'havoc' and let slip the dogs of war
Unsane
Profile Joined September 2010
Canada170 Posts
January 31 2013 23:26 GMT
#200
On February 01 2013 07:45 Ghanburighan wrote:
Show nested quote +
On February 01 2013 01:34 Thieving Magpie wrote:
Thread starts suggesting unit generating units should be redesigned to be more fun--defensive zerg players whine that we're trying to nerf Broodlords...

My understanding of this thread has been a discussion on the mechanics of the Zerg race--specifically it's ability to spawn temporary units. I don't know what this sudden surge of "don't nerf BL please, Zerg so weak!" came from...

The problem is not that Broodfestor is too strong, the problem people are having is that Zerg acts more like a mech player than Terran does. And I'm not talking about efficiency, I'm talking game style. Broodfestor players literally leapfrog spines like tanks, they're literally playing mech. Instead of tanks they use infestors, instead of minefields they use spine walls, instead of bunkers/vultures they use broodlings to defend they're tankfestors. Blizzard made mech work--they just gave it to the wrong race.

Why? Because token generation is slow and requires a buildup in order to be powerful. They're efficiency comes from longevity, not from kills/second. So giving Zerg that mechanic forces them to do exactly what Terran in BW did when they were given efficient free units (Spidermines) they turtle and spawn as many free units as possible.

This is not about balance or whether Zerg would be weak or not--this is gameplay, and how Zerg is playing too much like Terran and Terran playing too much like Zerg. So can we please stop trying to protect broodlords from nerfs that aren't even talked about! Could we not misunderstand "bring back old style ZvX" as needing broodlords and instead see it as a request to change the units so that they play more like how Zerg played in 2011 when sc2 was at its strongest.


I very much like this post. It's in stark contrast to the many posts that followed arguing that X is too strong, or Y is too weak.

Even though it's correct, as was later pointed out, that terran might have a mineral mining advantage at certain stages of the game due to mules, and a good mineral dump (marines), the fact that terran has less map control and slower units on the one hand, and slower saturation of bases on the other, does not allow the roles of zerg and terran to be fully reversed. Nor do I think they should be.

And I think it's clear that current HotS or WoL zerg and terran don't play the way zerg played in 2011 in the heyday of DRG (who was a beast before the turtle composition came about and remains a beast now without it). But HotS zerg is on the knife's edge. IdrA seems to make roach hydra viper work quite well which plays much more akin to 2011 zerg. On the other hand, the development team has not been focusing on a roach, hydra, viper composition; leaving those units relatively untouched for a while. So, this discussion will hopefully demonstrate that there are a number of people that prefer a different design choice than the one they are currently making, and if we believe LR over the past months threads, it's a sizeable part of the community that wants zerg to play different.


I for one fear that the swarm host will be a grave mistake, one that come release, blizz will refuse to change. Lurkers were so much cooler, funner, niche-er, loveable, zergy....etc... i can see the design intent of swarm hosts, but how they're used doesnt sit comfortably with me. I think blizz intends it to be a unit that you use to tank siege tank fire for hydras to poke at the wall with but ATM it appears like players just start spamming them until they have 40 of them.
"What is the plural of y'all? All y'all." -Day9
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